Ravager Posted July 13, 2007 Posted July 13, 2007 how do you make a texture look bumpy, or rough, in a 3d fashion way? i've seen it before, i just don't know how to make it. how do i do it? Quote
Caroline Posted July 13, 2007 Posted July 13, 2007 A couple of ways: Either by Bump or Displacement decal, or use a material, (or just change the surface property roughness in the model). The manual entries for Bump / Displacment: http://www.hash.com/Technical_Reference/Ge.../DecalClipP.htm http://www.hash.com/Technical_Reference/Cu...isplacement.htm And the brilliant AMFeatures on surface properties, including roughness: http://wikiold.hash.com/amfeatures/publish...face+Properties I found a tutorial on creating Rust, from Enhance:AM: http://www.shaders.org/enhance:am/tutorial1.htm I haven't done that tutorial, although I might just have to go and do it now. You can download the AM_fBm texture from the Enhance:AM Animation Master section, the demo - enhanceam.exe, and when you install this, you can change the Material's Attribute to Plugin > AM_Noise > AM_fBm (By the way, does anybody have Enhance:AM who could recommend it?) Decals gives you a bit more control over the model, and renders much faster. To make a bump map, you just paint in shades of black, white, and grey to indicate the height. Difference between bump & displacement - if you do bump, then it doesn't actually move the pixels, whereas displacement does (??), so if you look at it in silhouette, the bumps won't show, but displacements will. To apply, you just apply a decal in the normal way, and change the Decal Image Type from Color to Bump or Displacement. Quote
Ravager Posted September 24, 2007 Author Posted September 24, 2007 thanks! oh, and one more thing... is it possible to make a black texture visible and not the white? instead of the other way around? Quote
johnl3d Posted September 24, 2007 Posted September 24, 2007 look at where you import the image and change the color from black to white or make an alpha channel to hide the white portion Quote
Caroline Posted September 24, 2007 Posted September 24, 2007 I was going to suggest using Key Color (which defines the transparency color), but I couldn't get it to work in v14 even with a tga. Does it work for anybody? To create an alpha channel, you need Photoshop / Photoshop Elements / Paint Shop Pro / Gimp. You create a selection in one of those programs of the areas you want to be transparent, and then save the selection (Photoshop Elements) or save Alpha (PSP), and then save a .tga file, 24 bit, I think. Key color is the easiest way to go, which is defined on the Image properties, but I couldn't get it to work. Tutorial on A:M & alpha Quote
johnl3d Posted September 25, 2007 Posted September 25, 2007 Caroline it worked for me on a PC see posting setting Keycolor Quote
Caroline Posted September 25, 2007 Posted September 25, 2007 Thanks for the tutorial, John. The rendering was a very necessary part of this, which I missed out. I don't remember having to render it in the past, but it is good to know, although I'll probably forget it again. So it does work. Did you get that, Ravager? Quote
NancyGormezano Posted September 25, 2007 Posted September 25, 2007 You create a selection in one of those programs of the areas you want to be transparent, and then save the selection (Photoshop Elements) or save Alpha (PSP), and then save a .tga file, 24 bit, I think. 32 bit to save the alpha Quote
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