Did you know you can make a simple fish net pattern with Bryces' Deep Texture Editor? This background pattern for this page was made in Bryce's DTE. It's a basic lesson in noise generation, the beginnings of any texture, and it makes an Alpha channel too so it can be seen through.

To Generate a texture that looks like fish net we start simple. (we will end simple too) First we begin with a NOISE

 

???Noise Type: We like Sine. Sine is Da Kine. Let's make Linear Sine the choice here. Believe in Sine. It's the simplest. It's just a wave going from black to white repeatedly making lines.

??Dimension: Lets make it one dimensional, after all, we only need lines to weave our net pattern and lines are one dimensional.

?Mode: Minimum 90 (Which is really Maximum90, they got switched on the Mac side; See Susan's book page #375) This twists the second octave over by 90 degrees and uses an apply mode of Maximum against it's source (just like Photoshop) But since there are no Octaves (see below) this apply mode doesn't apply. It's unenabled for this procedure.

?Octaves: Zero, none, zippo. (Who needs octaves to complicate this? Not us).

?Direction: Degree of angle is important. Notice that one noise angle is at 45 degrees and the other is not. It will be the only attribute changed between this noise and the noise of the Second Component. Dig that.

?Frequency: All frequencies are relative. Choose one. 150 makes a nice preview in this window, 325 makes a nice texture later.

So much for the first six (6) settings in our formula


Now that we have made a unique noise lets filter it, set an output type, a color map and a combining method....

 

Back in the Materials Composer your critical setting is Blue Ball in Transparency column to access the alpha map being output by your new texture. As for Bump, Ambient, Diffusion they can all be zero since it's a very black net and this will speed up rendering having them off.


Back in the Materials Composer your critical setting is Blue Ball in Transparency column to access the alpha map being output by your new texture. As for Bump, Ambient, Diffusion they can all be zero since it's a very black net and this will speed up rendering having them off.

BACK

SEE A SAMPLEIMAGE using DTE fish NET