Just showcasing some of the procedural "materials" I've come up with in Bryce.
The difference between materials and textures is technically very significant:
Generally speaking, a material is a set of coefficients that define how the lighting model interacts with the surface. In particular, ambient, diffuse, and specular coefficients for each color component (R,G,B) are defined and applied to a surface and effectively multiplied by the amount of light of each kind/color that strikes the surface. A final emmisivity coefficient is then added to each color component that allows objects to appear luminous without actually interacting with other objects.
A texture, on the other hand, is a set of 1-, 2-, 3-, or 4- dimensional bitmap (image) data that is applied and interpolated onto a surface according to texture coordinates at the vertices.
A vertex (singular) is the point at which 2 line segments join or meet.
Textures are used frequently to provide sub-polygon level detail to a surface, e.g. applying a repeating brick and mortar texture to simulate a brick wall, rather than modeling the geometry of each individual brick.
Bump maps are "textures" that are used to perturb surface normals to effect lighting, rather than modifying pixel color directly as a regular bitmap "image" texture would.
Each of the materials on the primitives in this scene incorporate bump maps.
I could easily turn these materials into usable "textures" for other software by simply applying them to a 2d face or infinite plane and rendering them. I can even make them "seamless"
tiles with Paint Shop Pro; although some of the image data will be lost in that process.
If anyone had the patience to actually read this, my hat is off to you!!!
Created with 100% Bryce 6.1.
This image is copyrighted, Please respect this!
Feel free to use as a desktop background (wallpaper) if you dare!
Any other use, please get my written permission first.
That means no CD covers and such without explicit permission.
This is NOT stock!