Bryce Tips
Level: Intermediate
The Terrain Editor in Bryce is a very useful tool to model objects, other than terrains. This set of steps will show you how to create an object from an image in Bryce.
(Bryce5) -Image formats you can load:
bmp windows(*.bmp),
dib(*.dib),
enh-windows metafile(*.emf),
fpix(*.fpi),
flash pix(*.fpx),
gif(*.gif),
jpeg(*.jpg),
mac(*.mac),
macpict(*.pct),
photoshop(*.psd),
pic(*.pic),
png(*.png),
pntg(*.pnt),
targa(*.tga),
tiff(*.tif)
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| When creating the image, bear in mind the relationship between every gray color and the elevation. Black and White will be the bottom and top respectively. Try to move along those tones. The slightest variation will increase or decrease height. |
| Please be extremely cautious when clicking on editing Tools. Bryce (at least this version) has only ONE Undo in this section. |
Info about the base image:
IK, Solar Seal. One of twenty mayan glyphs -modern version-. It belongs to the Tzolkin calendar and represents the Wind.
Back to Beholder section
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| Objects from images in Bryce's Terrain Editor
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Here we go:
1. Open a New document and click on the Terrain in the Create palette.
2. Edit the terrain in the Terrain Editor.
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The Terrain Editor. Be sure to adjust the resolution before loading the image. The more resolution, the better the object. Although your image will have to be neat and clear, if you want a neat and clear object.
Then, at the Editing Tools/ Elevation , click on New, to clear the area for your image. |
3. Now you can load your image, under Editing Tools/ Pictures.
Load, then Copy, then Paste into the second square (it's easier). Than click on the little black arrow underneath the third square or resulting image. These are different blend procedures. Try "Pict Blend". Then click on Apply to return to the Editor.
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The same consideration about resolution applies here. This image has 150 dpi as a grayscale. It was made in CorelDraw and then exported as a 150 dpi bitmap image. Sometimes, the resolution of the images has to be determined before creating them.
You could also begin from scratch right here in the editor, but it is very hard to trace more than two or three perfect straight lines. It requires a fine-tuned pulse in your hand to manage the mouse; that technique works perfectly for more dynamic and uncompromised objects, like a waterfall, for example. |
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4. ...and this is what you get.
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This object will be textured as a stone, in fact, one in twenty different stones. It was possible to leave it as it is now, and blend the rough borders within the texture (and blame the texture). However, I wanted to use it with another program, and perhaps, many more materials.
On Editing Tools/Elevation, Click twice on Smoothing. |
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5. Tuning. Clip it!.
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Now it's time to "clip" the object, moving the right bracket. From the bottom towards the center, the object (or terrain) will be clipped accordingly showing a deep red color. When it is done from the top, a yellow surface will appear, like leveling the object. We will use here only the red one. Anyway, we will go back and forth just to take a look.
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6. The object
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| Quick render in Bryce's default view |
Back. It depends here on what you need. If a solid back is required, |
Return to the Terrain Editor and check "Solid" from the upper black arrow drop down menu. This is the result |
| If you need the same features on both sides, then choose "Lattice" from the beginning and the other side will be replicated. |
7. Export
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From the same black arrow -drop down menu-, click on Export...
A "Save As" dialog will appear. Choose the format you want the object to be exported. Your options are:
3d Studio 3DS Files (*.3ds) (Mesh Export)
AutoCad DXF (*.dxf)(Mesh Export)
Direct 3D Files (*.x)(Mesh Export)
Infini-D Files (*.id4)(Mesh Export)
LightWave Files (*lws)(Mesh Export)
MetaStream (*.mts)
PGM Files (*.pm)
RayDream Studio Files (*.rds)(Mesh Export)
RayShade HF Files (*.hf)
TrueSpace Files (*.cob)(Mesh Export)
USGS DEM Files(*.dem)
VideoScape Files (*.vsa)(Mesh Export)
VRML 1.0 Files (*wrl)(Mesh Export)
WaveFront OBJ Files (*.obj)(Mesh Export)
WorldToolKit NFF Files (*.nff)(Mesh Export)
Click on Save and the Export Terrain Lab will appear.
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Options in the right hand on the lab are related to image maps pertaining to the terrain (object). Although we won't use them, these are the options: Size: 64, 128, 256, 1024, 2048, 4096
Format (Export images):
BMP Windows(*.BMP),
JPEG (Low, Med, High, Max Quality)
Mac PIC
PhotoShop (Uncompressed, Compressed)
TIFF (*TIF)
Adjust polygons at the left side.
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The left, -this side- is the polygonal mesh previewer, with a polygon count slider.
Grid Triangulation is the default -used here- and best suited for geometrical shapes. As you increase the amount of polygons, the object is better defined...and you need more processing power. I've chosen the middle path :-). The object is being exported in *.obj format -this format has proven to be very accurate when importing, at least in my experience-.
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8. Importing the object in Carrara Studio 3

The object imported as *obj in Carrara Studio, with a simple shader in a test render.
I hope it works for you.
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