| Ever wondered what the difference is between "World"
and "Object" mapping in the texture editor? This tutorial will explain a
bit about these modes, how to use them..and also how to overcome some oddities that may
occur when using them.
This menu is accessible by clicking the arrow at the lower right corner of the display in the Material Lab. You may not have all of these options if you are using a version of Bryce earlier than 5. Corel added several new mapping modes in its upgrade of Bryce. |
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| Before beginning the explanation of these mapping modes, a brief
discussion of "Normals" is in order. Normals can be thought of as the face
of a polygon. This "face" points a certain direction. Imagine, if
you will, a one way mirror. On one side of the mirror, you would see your
reflection..on the other side, you would see through the mirror. The direction the
normal (face) points is an indication to the computer of where to apply materials, display
the model, or other mapping indicators.
Some of the display modes available through the menu at the right of the screen will display a model based upon the normals of the model. |
![]() Additional display options are available by clicking the cube at the left of the screen. |
| The way a normal points will effect the way a map is applied when
using "World" or "Object" mapping. For instance, notice in the
image to the right that the arrows of the cube point in distinctly different directions.
These directions will determine how a texture (be it an image or a Bryce texture)
is applied.
With a cube or some other object with a flat face, the mapping is pretty cut and dried to how it will be applied (assuming it is applied to the object while the faces are parallel to Bryce's internal axis) |
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| However for an object such as a sphere, or some other model where
the faces are not all on a Bryce plane, the mapping is different. This is where
knowledge of the way a normal for a face points is important because it will affect the
materials on your model.
Note: If you can see the reverse side of a polygon, the material will be applied to it by the render engine. |
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Continue to Part 2 of the tutorial.
This is not meant to be an all inclusive instruction on every possible way to have made the final image or produce the desired results. Bryce offers zillions of wonderful ways to replicate, multireplicate, reposition, etc. in its powerful interface. Experiment!