Procedural textures

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Procedural textures

Postby Tinuviel » Mon Jul 07, 2008 12:48 am

I am a bit confused and I hope someone can clarify the topic for me. I have read that we can not use blenders internal procedual textures. And according to blenders manual the blend-mode is one of them. But on the wiki tutorial Using stencils here http://guildofwriters.com/wiki/Using_stencils we are told we can use the blend mode (and the others). So what is correct? Or have I just misunderstud something?
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Re: Procedural textures

Postby Nadnerb » Mon Jul 07, 2008 1:40 am

Unlike most of blender's procedural textures, the "blend" type texture gets special treatment in PyPRP. It will actually export a UV texture to approximate the output of the "blend" texture, so that you will generally see the same results between blender an uru when using a blend texture, without having to manually bake one to a texture.
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Re: Procedural textures

Postby Branan » Mon Jul 07, 2008 1:44 am

The latest Blender versions allow you to bake the texture data to an image. I'm not sure how to do it off the top of my head, though - check http://wiki.blender.org/ and the Blender release notes for how to do it.
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Re: Procedural textures

Postby Tinuviel » Mon Jul 07, 2008 2:43 am

Thank you for replying. Now I understand a bit more :D
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Re: Procedural textures

Postby Branan » Mon Jul 07, 2008 2:44 pm

oh, one more thing. Once you have the texture baked, that image isn't on your hard drive yet, and I believe GoW-PyPRP needs the disk file. Once you've rendered the texture data, go into the UV/Image editor, and select "Image->Save As...". That will save it to the hard drive, and should associate that texture image with the filename you want.
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Re: Procedural textures

Postby Nadnerb » Tue Jul 08, 2008 3:54 am

Alternatively, you can "Pack" the image into the blend file by pressing the pack button on the UV editor frame. PyPRP will read packed images.

This removes the need for an external file, and makes it easier to commit changes to the image without having to go through reset cycles to get the name right again, as well as making the blend file itself easily transferable to other locations. (can you tell I'm a fan of packed blend files?)
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