Genetica Tutorials
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Editing Presets
Although Genetica gives you the option
to create new textures from scratch, the fastest way of achieving a
certain result is often to find a preset that is already similar to what
you want, and then to edit it as desired. This tutorial guides you
through the process of modifying one of the preset textures that comes
included with Genetica.
Step 1
First let's open a texture to edit. In
the Start tab, select the "Stone Dark" preset category, then click
the "Black Speckled Rock" preset texture in order to open it. (If you
require further assistance, please refer to the illustration in Step 1
of the previous tutorial.)
Step 2
After a moment the selected texture
will be opened. Genetica will automatically switch from the Start tab to
the Texture tab where the texture can be seen and edited. Unlike the
texture we opened in the last tutorial, this texture is relatively
simple and is composed of just one node, namely, a Substance Lab.
Nodes in Genetica fall into two main categories: Basic Nodes and Lab
Nodes. While Basic Nodes perform relatively simple tasks and have
relatively few properties controlling their behavior, Lab Nodes perform
much more complicated tasks and have many more options. The Substance
Lab that constitutes this texture is an example of a Lab Node. As
indicated by the following image, Lab Nodes can be identified because
they have a "Lab" button over their upper left corners. In addition,
whenever a Lab Node is selected an additional tab appears that houses
the vast majority of its options.
To edit the Substance Lab node, open
the Substance Lab tab by either clicking the node's Lab button or
selecting the tab itself. Both of these are indicated in the image
above.
Step 3
Having switched to the Substance Lab
tab, Genetica should now resemble the following illustration:
There are two main areas to take note
of here (as numbered in the image above):
- Along the left side of the tab are a
list of sections that organize the various properties controlling the
Substance Lab's behavior.
- In the upper right area of the tab
are the properties that correspond to the currently selected section.
The two properties currently appearing
are Scale and Seed. Because these properties belong to the root
Substance Lab section (notice how the other sections sprout out below
it), modifying these properties will influence all sections below it.
For example, changing the Scale property will zoom the entire Substance
Lab in and out, while modifying the Seed property will re-randomize the
entire Substance Lab. On the other hand, changing one of the Scale or
Seed properties found in the other sections will only zoom and
re-randomize those individual sections.
Re-randomize the texture by increasing the Seed property to a value
of 1. Notice how when you do so the entire texture changes while
still retaining its overall qualities.
Step 4
Most textures are based on a noise that
controls the swirls and patterns of a material. To edit the noise for
this texture, click the "Noise" section. You will now see a list
of properties like the ones appearing in the following image (the
numbers circled in red will be different):
The noise generated by this section
appears as a red and black preview image in the upper left corner of the
Substance Lab tab. The properties in this section are organized into
three overall areas. The properties towards the top of the interface
(Scale, Seed, Combine Mode, Mix Bias, etc.) control the noise overall.
Following these properties are two boxes with yellow borders around them
labeled "Select Noise." These two boxes contain the properties for each
of the two noises that are being combined.
The first Select Noise box is generating a bunch of dots. In order to
increase the size of these dots, set the value of the "Size" property
within the first Select Noise box to a value of 50. After a moment
you will see the size of the dots in the tiny preview enlarge somewhat.
The Mix Bias property towards the top of the interface controls how the
two noises below are combined. In order to make the dots more apparent
in the final noise, set the value of the "Mix Bias" property to a
value of 20. These two adjustments are indicated in the above image
with red circles.
Step 5
Now that we have edited the texture's
noise, let's adjust its colors. First, click the "Color" section
(located directly below the Noise section used in the previous step).
In the properties section to the right you will now see five color
properties labeled "Color 1" through "Color 5," each one of which has a
"Color..." button to its right that you can click to edit the color.
Click the Color button appearing to the right of the fourth color
property "Color 4," then in the window that pops up change the red,
green, and blue fields to 200, 200, 165, respectively. Click OK. Next
click the Color button to the right of "Color 5," and in the popup
window set the red, green, and blue fields each to a value of 235. Click
OK.
After making these adjustments the interface should now look like this:
Step 6
As described in the previous tutorial,
click the Render Texture button found in the main button bar to
see your new texture.
The above image shows the texture
before and after your adjustments.
Next: The Weathering a Texture
tutorial shows you how to create a new Weather Lab node and use it to
refine a texture. Alternatively, the Node Reference section of the help
system that comes included within Genetica will give you additional details regarding the Substance Lab, as
well as all the other Lab Nodes.
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