Editing Presets

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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 come included with Genetica.



Step 1


If you already have work open in Genetica, start a new document.






Then let's load a generator preset into the first step of our blank texture.  In the Overview tab, select the "Black Speckled Rock" preset from the Legacy Presets / Stone / Muted category.






Step 2



Switch to the Nodes tab (1 below) to see the nodes making up this texture.  The texture has been packaged into a single Group. Click the Enter button appearing over the upper-right corner of the Group (2) in order to see what's inside of it.





Step 3


This texture is relatively simple and is composed of just one node, namely, a Substance Lab.


Nodes in Genetica fall into two main categories: Image Nodes and Advanced Nodes.  While Image Nodes perform relatively simple tasks and have few properties controlling their behavior, Advanced Nodes perform much more sophisticated tasks and have many more options.  Despite their name, Advanced Nodes are the easiest for beginners to start working with.  The Substance Lab that constitutes this texture is an example of an Advanced Node.  As indicated by the following image, many of the Advanced Nodes can be identified by a special button over their upper left corners.  Whenever an Advanced Node is selected an additional tab appears that houses the vast majority of its options.



Lab Options



To edit the Substance Lab node, open the Substance Lab tab by either clicking the node's button or selecting the tab itself.  Both of these are indicated in the image above.



Step 4


Having switched to the Substance Lab tab, Genetica should now resemble the following illustration:



Substance Lab Properties



There are two main areas to take note of here (as numbered in the image above):

1.Along the left side of the tab are a list of sections that organize the various properties controlling the Substance Lab's behavior.
2.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 5


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):



Noise Section



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 6


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:



Color Section



Note that the color numbers specified above will only be correct as long as the color dialog is set to the default color space of "RGB" and "0 - 255" as shown below.



Standard Color Space



Step 7


As described in the previous tutorial, click the Render Texture button found in the main button bar to see your new texture.



Before and After



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, under the Nodes section you will find additional details regarding the Substance Lab, as well as all the other Advanced Nodes.  There are also video tutorials.



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