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Genetica Tutorials
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Extending the Library
This tutorial walks you through the
process of extending Genetica's library so that you can speed up your
workflow by reusing parts of your work in multiple textures. Along the
way we will also take a closer look at how Group nodes work, and how to
make our own custom noises.
Step 1
In this tutorial we will create a
swirly paint texture. The first half of this tutorial will focus on
creating our own custom noise that will form the basis of this texture.
(A noise is a colorless, yet detail-filled pattern that gives a texture
its character.)
Start by creating a new blank texture document. To do this, click
File > New in the main menu. A new texture can also be created by
clicking the very first button appearing in the main button bar.
Step 2
A single blank slot should now be
visible in the middle of the Texture tab's workspace (it looks like a
black box with the word "<Empty>" in it). Insert a Noise node (found
in the Libraries, Basic Nodes, Generator category) into the slot
using either of the following techniques:
- In the upper portion of the Library
panel (which appears at the right side of the interface), select the
Libraries, Basic Nodes, Generator category, then find the Noise node
in the lower portion of the Library panel, and finally drag it onto
the blank slot. (For an illustration of this process, refer to Step 2
of the Weathering a Texture
tutorial.)
- Alternatively, right-click the blank
slot, and in the menu that pops up select Insert > Generator > Noise.
In the properties panel at the bottom
of the interface you will now see a number of properties controlling how
our newly-added Noise node works. Let's use those properties to make the
noise look a little more interesting. Change the Smoothing property
to "Cosine" and then set the Iterations property to 5.
Step 3
Our Noise node is a good start, but it
will need to be modified for it to have the swirly pattern we're looking
for.
Insert a Group node (found in the Libraries, Basic Nodes, Grouping
category) below the Noise node using either of the following
techniques:
- In the Library panel, select the
Libraries, Basic Nodes, Grouping category, then drag the Group node
from the panel and drop it onto the Noise node in the middle of the
workspace. In the small menu that pops up, select "Insert Below."
- Alternatively, right-click the Noise
node appearing in the middle of the workspace, and in the menu that
pops up select Insert Below > Grouping > Group.
Step 4
Your workspace should now contain two
nodes, as illustrated below.
Group nodes, like the one we just
inserted, function by packaging a number of other nodes within them. Our
newly-inserted Group appears black because it is empty. Notice how the
Noise node is sitting directly above the Group, and is directly
connected by a wire. This means that the Noise node is the Group node's
input, which in turn means that the image produced by the Noise node can
be reused multiple times by the nodes hiding within the Group.
In order to view the Group's contents, click the Edit button
appearing over the top-right corner of the Group node.
The workspaces should now have updated to show the nodes contained
within the Group. Because the Group is currently empty, these contents
are represented by a single empty slot in the middle of the workspace.
The left part of the status bar running along the bottom of the
interface should now read "View: New Texture X > Group," where 'X'
corresponds to some number identifying the unsaved texture. This can be
read as "The workspace view is currently showing the contents of 'Group'
which is within 'New Texture X.'" Directly below the empty slot in the
middle of the workspace is a button labeled "Previous Level." Whenever
you are finished editing the contents of a Group, you can click this
button to move the view back to the level you were previously working in
before entering the Group.
Insert a Distort node (found in the Libraries, Basic Nodes,
Combination category) into the empty slot. (For a recap of the
various ways this can be done, please refer to Step 2.)
The Distort node will distort whatever node is placed in its first input
(the top-left square that has the word "Original" along its bottom).
Since that input is currently empty, the Distort node isn't doing
anything at the moment.
If you recall from earlier within this step (illustrated by the previous
image), we have a Noise node acting as the Group's input. Now that we
are within the Group (we moved into the Group by clicking its Edit
button), that input appears as a thumbnail in the Group Inputs panel
found at the left side of the interface. First drag the group input
into the Distort node's "Original" slot, then drag the group input into
the Distort node's "Distance" slot, as shown by the following
illustration.
Step 5
Now that our original Noise node is
being distorted, it looks a lot more interesting. However, some unwanted
horizontal bars are moving through the noise. The reason these bars are
being formed is that the distortion is only occurring in one direction
throughout the texture. We would like to vary the direction in which the
distortion occurs.
To do this, insert a new Noise node into the Direction slot (the
slot above the middle of the Distort node). (Note: Don't drag the input
from the Group Inputs panel like we just did in the previous step,
rather insert a completely new Noise node as was done in Step 2.) Our
texture is looking a little too swirly now, so change both the Width
(W) and Height (H) portions of the Size property of our newly inserted
Noise node to 0.5. The Size property can be found in the Properties
panel while the node is selected.
Step 6
Open the Save As dialog by selecting
File > Save As from the main menu (since the texture is unsaved,
clicking the large disk icon on the main button bar would currently have
the same effect). Navigate to where you want to save this texture,
then create a new folder named Custom Noises. Enter that folder,
type Swirl Noise into the file name field, then click the Save
button.
If you wish you may close the texture at this point, by either clicking
the little 'X' at the very right side of the button bar, or by selecting
File > Close from the main menu.
Step 7
In the previous steps we created our
own custom noise and then saved it to your hard disk under the name
"Swirl Noise." In this step we will add that noise directly to
Genetica's interface so that it can be easily reused in future textures.
At the very top of the Library panel, in its blue title bar, you should
see a small button labeled "Select." (The button is circled in the
following illustration.) Click the Library panel's Select button
now.
A dialog window should have popped up which allows you to specify which
folders on your hard drive should be opened as libraries. You should see
a number of empty slots, each one of which can be set to a particular
folder.
Pick which slot you want to use (it doesn't matter which), and click
its "Select..." button.
In the folder browser that pops up, locate the "Custom Noises" folder
that you created in the previous step and click it. Then click OK.
Finally, close the Select Library Folders dialog as well.
As indicated in the following image, your "Custom Noises" folder, along
with the "Swirl Noise" texture that you saved within it, should now
appear within the Library panel as well as the right-click menu. This
means that our newly constructed Swirl Noise can be inserted into any of
your textures just as easily as any of the other nodes that we've been
using throughout these tutorials.
Step 8
Now that we've added our new noise to
Genetica's interface, let's use it. Make sure the Start tab is
selected. Select the "Tile" preset category and then select the "Painted
Tiles" preset texture (on a smaller screen you may need to scroll
down to find the preset).
After a few moments, the preset will load and you will see a Substance
Lab node followed by a Sharpen node. Insert our Swirl Noise in the
empty slot directly above the Substance Lab. As before, this can be
accomplished by either dragging the Swirl Noise icon from the Library
Panel after selecting the Custom Noises category, or by right-clicking
the blank slot above the Substance Lab and then selecting Insert >
Custom Noises > Swirl Noise.
The workspace should now resemble the
above image.
Although we've inserted the noise into the Substance Lab's input, the
overall texture hasn't changed at all because the Substance Lab won't
make use of its input noise until we tell it to. To access the Substance
Lab's settings, click the Lab button appearing directly over the top
left corner of the Substance Lab.
Genetica will now have switched to the Substance Lab's properties tab.
As illustrated in Step 3 of the Editing
Presets tutorial, the Lab's properties are organized into a number of
sections. Select the "Noise" section.
A number of properties will appear to the right of where you clicked
that define the noise currently used by the Substance Lab. We want to
update those options to use our input noise instead. Within the
properties there will be three "Select Type..." buttons. Click the
first of the three "Select Type..." buttons, and in the window that pops
up, select "Use Input" (it will be the second icon in the popup
window).
Our swirly paint texture is now ready to be rendered!
Next: The
Zooming Textures tutorial introduces
the mechanics of zooming textures in order to change the size of their
features as well as make them repeat more or less often.
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