Trap Transfer Bias
From Ultrafractal Wiki
also see: UF5 Tutorials #7, Heavy Texturing
I have just uploaded Trap Transfer Bias to the database (reb.ulb). It was designed to help with textures. Its not the whole solution, but at least for me, it helps. I found what I think is a better solution with some new parameters in Image Traps, my direct coloring formula that is modeled closely after Orbit Traps Gradient (UF5). I will post some information on Trap Transfer Bias and the new parameters in Image Traps in the next day or so. Image Traps is not as user friendly as Orbit Traps, so I have been reluctant to use it in the Challenges, but I may use it in the next challenge as I think texturing may be a bit easier with it.
If we use Image Traps it will be with a select subset of parameters so that we stay with the familiar behavior of Orbit Traps.
And now for the texture part. Please review the additions I made to the tutorial on Trap Transfer Bias. Since Orbit Traps is being used for this upr the only tool for managing texture is Trap Transfer Bias. The top two layers of the upr deal with texturing, so that will be our focus. This turns out to be a real challenge since, if I turn all the texturing off (set texture amount to zero) and look just a layer 2, I get an unattractive mostly white image - no real defining structure.
Remember rule #7 of the challenge:
1. Any trap shape texture used must not obscure the basic shape determined by the main trap shape plug-in
In this case there is little defining structure from the main trap shape - the shape is coming mostly from the texture, so the submission does not meet the challenge rules. That doesn't mean this is a bad upr. In fact, it is a very interesting one. Since the upr already does not meet the challenge requirments, I took the liberty of adding an additional layer to actually provide some texture to the rods and spindles.
For this challenge, make sure you are starting with a layer(s) that have no texture so that you know the shape determined by the main trap shape plug-in. Then add texture according to the challenge rules. The submitted challenge is not wrong per se, it just doesn't meet the rules. Technically to create a shape that is really defined by the texture is a difficult endeavor, and Diane created a really unique and interesting shape. In your own artistic endeavors, there is nothing wrong a lot right with this type of upr. Here is the final modified upr with additional texture added:
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An additional item concerning heavy texturing. It's mentioned in the tutorial, but here is a reminder. With Orbit Traps the only tool for heavy texturing is Trap Transfer Bias. If you are using Image Traps both the internal parameters Weight by Distance and Weight by Threshold are available. Sometimes Trap Transfer Bias may also be needed , it can also interfere.
Challenge7-CAM1 - Image notes
Image Traps with Trap Transfer Bias and Weight by Distance. Location is based on Ron's demo .upr on the Challenge 7 web page.
Two of the four layers are textured.
"Textured flowers" layer uses Trap Transfer Bias (with "Cut at zero" selected) and Weight by Distance to control texturing.
NB. There is also an adjustment in the top "Trap Position Mod" where I have set the overall Trap Scale to 2.
"Background texture" layer uses just Weight by Distance to control texturing. NB. I did originally have Trap Transfer Bias below the S.F.B.M II texture slot but have now replaced it with a regular Trap Transfer plugin - Ron pointed out that if "Cut at zero" in the Bias plugin is NOT used then it will essentially be doing the same job as a normal Trap Transfer plugin. With the same settings (for Pre-scale, Function and Post-scale) I now see that they do indeed perform identically.
I hope this follows all the rules for Challenge 7.
There is a render of this image in my online gallery (see sig below).
Voronoi Texture with Trap Transfer Bias
Hi All,
I'm experimenting with Trap Transfer Bias settings and placement. Here, I inserted it into a Trap Shape Block with interesting results.
The wild colors were accidentally achieved with the merge mode of difference and then adjusted. I made the mask by setting the color merge opacity to zero and both the regular color gradient and the outside coloring to black.
I was wondering if it is possible to control the size of the a texture pattern within the Colors block. I found could adjust it with the function in Trap Transfer Bias under colors but this changed the pattern as well.
Diane
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Hi Diane,
Voronoi Textures in mt.ulb is one of the few textures that doesn't play nicely with size determinations. I have noticed this in the past and generally avoid using it because of sizing problems. There is an alternative texture. Worley Textures is actually a generalized version of Voroni Textures, and it does play nice with size changes. It has its own built-in size parameter, and trap size within Trap Position also works. I replaced Voronoi Textures with Worley Textures on your bottom layer, and set the parameters in Worley Textures to be equivalent to the Crackle setting in Vononi Textures. The size will almost certainly be different, so you will need to play with that, and probably the other color settings. Try this modification as a starting point:
Rob
Rick Spix's mod of MadUF4_0790
Original Image:
© Copyright 2008 by Madelon Wilson
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Here's a tweak.... Added some voronoi "Goldschlager" (yum!) texture to a thin slice of the spiral - stuck a "Multiply" layer atop it to shade it for 3d-ness.......put some finer/different texture on the outside and had a hard time keeping it off the stripey part....tried like heck to define the - hic! - stripey bit of the spiral with a black line but couldn't figure out how to get it to not include the spaces between the stripes and to go all the way out so I bagged that and jusht gave it my closest shot (see the mask threshold and note that you can make a reverse mask by making the Solid Color opaque and pulling the entire gradient to transhparent - neat trick/tool)....added shome colorsh to th' shtripesh and masked that off of the 'schlager
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Here's a further tweak.....colored the inner spikesa little different....real unhappy with the masking job I did butanyhow. I prefer to do it with the gradient editor but either I didn't try hard enough or maybe got all causght up in the mechanical threshold masking but just couldn't get everything I wanted, especially closer to the center - a real bear!....dorked some more with the voroni texture.
© Copyright 2008 by Madelon Wilson
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Madelon comment: was thinking your Goldshclager texture looked like a stylized branch with the shiny ribbons growing out of it, but a pretzel... that works too :)
I think I'm starting to "get" the Rick method of masking (we could call that the R-MOM), now to develop the patience to try and apply it.
The Voronoi Texture is beautiful.


