### Sidebar

This page exists within the Old ArtZone Wiki section of this site. Read the information presented on the linked page to better understand the significance of this fact.

# Anatomy of A Wall - Part 1 (cont)

Author: BobCox

Tools Needed

• Bryce 5

Support Files

## Introduction

Just so we know where we are:

Render to see what you have. If the general pattern of white, gray, and black are not what you are looking for, go back to the DTE and change Frequencies or Rotation in X, Y, and/or Z to get the layout that you want. Don't worry about bump or color yet. All we are trying to do here is establish the relative sizes of white ( the good part of our wall ), gray ( the partially eroded part of the wall ) and dark gray ( holes ). We'll refine these later.

## Step 1 - Into The Mix 3 (continued)

Now let's add some character to the surface of our wall. Go back into the DTE and set Phase as shown above. Go back out and render. Adjust Phase to your liking.

The default for the Basic Nothing Sine bump is 25.4. Try lowering that if you think that the relief of your wall is too much. The image above is with 25.4. However, there is another way to add some “flat” to our wall.

Go into the DTE and set the Filter for Component1 to Quantize. Set “a” approximately to -1.0 and “b” to +.9.

## Step 2 - Into the Mix 4

Now set “c” to a number that reflects your idea of the level of detail you want. I am going to try 13.

Notice the stepped look to the surface. I'll leave “c” for awhile until we get a little farther along. You can always change it. :) Now you can see why I introduced you to “Quantize”. :)

For my eye, the render above of the wall is a little much. So, I changed the scaling to 10.0 and moved the sun to the right to see how my bump is doing.

## Step 3 - Into the Mix 5

Notice just to the right of the cursor in the image above, that the light gray to dark gray shadow appears to be wrong. The black should be white if the light is highlighting the raised white area. Hmmm… negative bump.

Above is a blowup of that area with negative bump. It makes sense now.

Time to Use Color

By clicking on the Dart just below the color buttons, change the color mode to Spline Interpolation. Set your colors something like shown above. Notice the bottom color is almost white but we have very little, if any, white showing in the preview. Why?

## Step 4 - Into the MIx 6

Check our Filter for Component1 and you will see that the peak of the waveform doesn't quite reach the top. However, the Filter will blend white with the middle color, dark blue, to give us the varying shades of blue. We have a dynamic color mixer!! :))

What we want to do now is add some surface color to give our wall some more character.

Click on 2, as shown above outlined in yellow, and choose Procedural Blend.

For the noise in Component2, choose as shown above. How did I decide to use this? I played until I found something that looked like it fit. :) I used very high frequency and an high Octave number to give me detail.

## Step 5 - Into the Mix 7

Setup the Filter as shown above. Now, choose some Contrasting colors. While I am working with color, I'll choose some really yucky colors to contrast the other Component's colors so that I can see what I am doing. The very last thing we will do with this material is coordinate the color.

When you get this done, render. On your way out through the Material Editor, adjust your bump to -8.0. Plop render and go back to the DTE adjusting the Filter and Noise to suit you. Do not use bump here because it will blow the bump away from Component1.

Finally, let's add some cracks to the upper part of our surface with channel 3.

Render.

## Step 6 - Into the Mix 8

As with any material, it is time to tweak. I have set the colors and modified some of the settings. They are listed below.

Color

Noise

Phase Above

## Step 8 - Holes 1

The Magic

The following procedure is so simple! And you can get it done is minutes!

Shift/Click in the yellow area shown above for the material you just made.

Click “ADD” shown in yellow and name it. Select Done

## Step 9 - Holes 2

Ctrl/Click to add balls in the B and C channels for Diffuse and Bump Height

Go into the DTE for the B channel and choose the noise type and setup seen above.

Chose spline interpolation for Component1 and select CAB. Choose Quantize like shown above. Adjust “a” and “b” for the gap between the boards.

## Step 10 - Holes 3

Select Component2 and Minimum as shown above.

Setup as shown above.

Adjust the Filter using Clip aX+b being careful to preserve the gap between the boards for Component2.

## Step 11 - Holes 4

Shift/Click whatever came up in channel “C”

Load the Texture you just saved.

De-select Components 2 and 3. Change the sign of “a” and “b”. Set “c” to 2. Adjust for the size of the holes you want. But don't render just yet. We need to set the scaling of the boards.

## Step 12 - Holes 4

Set the scaling for the boards in the “B” channel as shown above.

Render. In the C channel, adjust the size of the white area for the size of the holes you desire.

Note: This material is World Space mapped and as you create and move this wall around your scene, the material character will change. If you map it Object Space, you will have to rescale it. If you have this material applied to more than one object, you will have to change rotation, frequency, etc. to keep from having the same look to the objects.