Bryce tutorials 3D Bryce tutorials free
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Bryce tutorials 3D Bryce tutorials free
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Bryce tutorials 3D Bryce tutorials free
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1. The first and most important stage is to make two pictures, which will be used to create the two main elements of our city, from a Symmetrical Lattice in Bryce. I used Photoshop, but any other bitmap-image editing software available should do this trick. I made the strange objects/masks shown here by using the Rectangular Marker and Eliptical Marker tools to cut outlines from a white layer on a black background. I duplicated many simple shapes like squares, rectangles, circles and rings, transforming the individual elements repeatedly. Finally, I flattened all the layers and saved the image in greyscale mode. The size of each picture was 512 x 512 pixels. |
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Besides landscapes, Bryce is an excellent tool for creating realistic 3D buildings. In "City", I used 3D primitives and procedural objects like symmetrical lattices to build an alien metropolis on the sea. Using the Symmetrical Lattice tool to model is a simple and handy process, but objects created in such a fashion can comprise a few to many millions of polygons, so a powerful computer is highly recommended for this approach.
2. Moving to Bryce. I went into the File menu and accesed Document Setup. I set Document Resolution to 800 x 600, then clicked on the View Control menu triangle-button in the main workspace window and chose Camera View. Deleting the Plane 1 object, I saved the file four times. I named these files Apartment, Elevator, Building and City. |
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3. To create the first element of the city, I opened the Apartment file. In the Create palette, I selected a Symmetrical Lattice. Clicking the A icon to reveal the object attributes, I set the following Absolute Coordinates: In Origin/Position, Y was set to 30 (unless stated otherwise, only the Y value of Origin/Position will be adjusted throughout this tutorial) and Rotate to X=90, Y=90 and Z=0. Then I resized the symmetrical lattice to X=60, Y=2 and Z=60. At this stage, the material was unimportant, so in the Materials Lab I applied Bryce TerraCotta from the Simple&Fast preset selection.
By clicking the E icon, I accessed Bryce's Terrain Editor and set the resolution to 1024 (Massive Resolution). Then in the Editing palette, I clicked Picture and imported the apartment-shape image file prepared earlier. |
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Next I tackled the replication process. Pressing Alt+Shift+D to bring up the Multi-Replicate dialog. I set the Quantity to 7, and Rotate as follows: X=10, Y=15, Z=-10. I left the Size unchanged and clicked Accept.
I then added a sphere and torus from the Create palette. Absolute coordinates and size for the sphere were: Origin/Position=33; Size: X,Y,Z=45. For the torus, the settings were as follows: Origin/Position=10; Rotate: X=-90, Y=0, Z=0; Size: X=30, Y=30, Z=2. After this, I clicked Select all from the main Edit menu, then grouped all the elements by clicking the G icon. The size was not important at this stage, so I went ahead and saved the scene. |
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5. To make the second element of the city, I opened the previously saved Elevator file with its empty scene.
Selecting a new Symmetrical Lattice from the Create palette, I gave it the following attributes: Origin/Position=30; Rotate: X=-90; Y=90, Z=0; Size: X=60, Y=2, Z=60.
Entering Bryce's Terrain editor once more, I clicked Picture in the Editing tools palette and imported the elewator-shape image file that I had prepared earlier.
Pressing Alt+Shift+D, I set the Multi-Replicate dialog's Quantity to 1 and Rotate to: X=0, Y=90, Z=0. I left the Size unchanged and confirmed the operation. I added another element, a cylinder frem the Create palette, and set its attributes to: Origin/Position=30; Rotate: X=0, Y=0, Y=0; Size: X=4, Y=55, Z=4.
Selecting all the elements, I grouped them as before and saved the scene. |
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6. Still in the open Elevator file, I selected the grouped object and copied it (Ctrl+C in Windows, Cmd+C on Mac). Opening the empty Building file, I pasted the object into it. I left the object attributes as they were and saved the scene.
Opening the Apartment file, I copied and pasted the grouped apartment object into the building scene.
This apartment would be positioned low on the elevator, so I set the Origin/Position to X=-1, Y=18 and Z=7; Rotate to X=0, Y=-32 and Z=0; and Size to X=30, Y=32 and Z=26.
I then duplicated the first apartment and set the new attributes as Origin/Position: X=-9.50, Y=32, Z=-4; Rotate: X=0, Y=-32, Z=0; and Size: X=24, Y=26, Z=21. I now had the second apartment in the middle of the elevator. For the third and last element, I duplicated the second apartment and set attributes as follows: Origin/Position: X=-1, Y=44, Z=4; Rotate: X=0, Y=-32, Z=0; and Size X=18, Y=20, Z=16. I then selected all the elements and grouped them as before.
It was now time to apply a texture or material. I used Rusty Techno Grid - a free texture I found on the Web - but you can use anything suitable. I'd only suggest that it be something similar, a tightly woven, bright metalic net or grid on a dark background. Then the empty, dark spaces between the gridlines will imitate windows.
I set the texture mapping mode in the Materials Lab to Parametric and saved the scene. I copied the saved object in the scene and closed the file. |
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7. I opened the City file and turned off Gamma Correction in Control/Render Options. Clicking the grey triangle for Control/Camera Options, I chose Edit Current Camera. I set the following Absolute Coordinates: Origin/Position: X=-60, Y=50, Z=80; Rotate: X=-22, Y=150, Z=0. To change the perspective, I set the FOV to 60 and the Scale to 60.
To create the sea, I selected a Water Plane from the Create palette. I set its Absolute Coordinates as Origin/Position=15 and both the X and Y Size to 165. Entering the Materials Lab, I selected Mercury Surface from the Waters & Liquids materials.
I then pasted previously copied objects from the Building file into the new city scene. This middle building was given the following coordinates: Origin/Position: X=470, Y=460, Z=-815; Rotate: X=0, Y=40, Z=0; and Size: X=1045, Y=1000, Z=1045.
I duplicated the building and set the following coordinates: Origin/Position: X=3610, Y=1400, Z=-3090; Rotate: X=3, Y=10, Z=0; and Size: X=3480, Y=3435, Z=3480.
A third building was created by duplicating the second structure, and the following object attributes were applied: Origin/Position: X=880, Y=1065, Z=-4800; Rotate: X=5, Y=35, Z=8; and Size: X=2780, Y=2735, Z=2780. |
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8. Using Sky Lab, I moved first to Sky&Fog and selected the Simple Black Background. In the Sun & Moon section, I turned on Sun/Moon Visible and set Disk Intensity and Glow Intensity to 100. The slider for Sun/Moon Shadows was set to 100 and the Ambient and Sky Dome colours were both set to white.
Next was the Cloud Cover section. I turned on Cumulus clouds and clicked Edit. In the resulting Deep Texture Editor dialog, I clicked on the upper button in the Combination section and chose the Summer Clouds texture from the Clouds list - I left the settings intact.
back in the Sky Lab, I set the cumulus Cloud Cover to 100, the Cloud Height to 70, the Frequency to 50 and the Amplitude to 350. Spherical Clouds were turned on. In the Sun Controls, I turned on the Link Sun To View Option, set Azimuth to 110 and Altitude to 30 and changed the colour of the sun to white.
Moving to the Atmosphere section, I turned on Haze and set its colour to white, the Density to 20, Thickness to 20 and Base Height to 0. The Color Perspective was given the values of R=5, G-5, B=5. Blend with Sun was turned on, and its Color and Luminance were both set to 100. |
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My city scene was now complete, so I rendered it. I thought the resulting scene was a bit to bright, however, so I did some postwork in Photoshop to make it darker. You can also change colouring to make the scene more dramatic or add some light effects. |
| I would like to thank Michael Burns for help in a linguistic matters.
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