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STEP 2 - IMPORTING DEM TERRAINSMac users: before launching Bryce, make sure that you have allocated sufficient memory to the application. For this tutorial, at least 50MB should be sufficient. Once you have your uncompressed DEM file, launch Bryce 4. In the Menu Bar, select 'File' and then 'Import Object...'. Find the folder where you placed grand_canyon-e and select 'Open'. STEP 3 - MAKING A SCENE3a - Document SetupYou may find it easier to work in a larger window than Bryce's default. Select "File" in the Menu Bar, then "Document Setup". In the dialog box, select "Standard" from the column of buttons at the right; this will create a 640x480 work area. Accept your new document size with "Return" or by clicking the check mark. 3b - Isn't My Canyon Grand? (Adding Height to the Grand Canyon terrain)
You should now see what looks like a flat, rectangular object, oriented on a diagonal to your view. Trust me, the Grand Canyon is there... just add height by scaling it up on the Y axis!
It is possible to give this terrain object a height that's the same scale as that of the real world Grand Canyon; for this tutorial, give it whatever height seems right to you. I chose to make the highest point about 3/4 of the screen height. ![]()
I also chose to widen my terrain; you may or may not want to do this. Later on in this tutorial, you'll create an animation. If you wish, you can follow in my footsteps and use the Object Attribute values I'll give you as we go through the tutorial, to create a Grand Canyon animation very similar to mine. The movies are shown here. (You can also view them at my web site: http://www.30fps.com/gcanyon.html.)
So if you want your animation to look like mine, start here by entering the following Attributes for your Grand Canyon terrain:
OBJECT ATTRIBUTE VALUES FOR GRAND CANYON TERRAIN:SIZE: X = 112.42 Y = 53.72 Z = 107.51 ORIGIN/POSITION: X = 0 Y = 27.73 Z = -25.25 3c - Take Me to the (Colorado) RiverIf you've ever seen the Grand Canyon, you know that a river runs through it! So, let's first add the Colorado River before positioning the camera; having water in the scene might make a difference in where you place the camera.
To create a Water Plane, click the Water Plane icon; to the left of it, in the Nano Preview, you'll now see your Grand Canyon surrounded by a lake, instead of resting on a grey surface. By raising and lowering the Water Plane, you can raise and lower the river's level. In order to best see how full of water your canyon is, you'll want to be in the "Top View".
Let's do a little cleanup before going on. First, to make things easier on ourselves, let's name our terrain and water plane objects. With the Water Plane still selected, click the "A" chicklet at the right of wireframe to bring up the Attributes dialog. Enter "Colorado River" in the space for "Object Name" and accept the change with "Return", or by clicking the check mark. You'll notice that you have three overlapping objects in the center of your screen; they are: 1 - the Ground Plane, which your Canyon is sitting on; 2 - the Terrain Object (Grand Canyon), and; 3 - the Water Plane (Colorado River), which should be selected. ![]()
While you still have the water plane selected, let's take care of one of these overlapping objects. The material of a plane object will stretch into infinity in all directions, no matter where you position the object itself; so drag it in any direction away from the other two objects in your top-down view. The square object overlapping the Grand Canyon terrain is the Ground Plane. Select it and drag it someplace else. ![]()
Now, select the Grand Canyon terrain object. Open the Attributes dialog and enter "Grand Canyon" for Object Name. Look in the Nano Preview and you'll see that we're too far above the Grand Canyon to judge the water level very well. So, let's zoom in on the terrain.
Make sure your Grand Canyon terrain is still selected, and click Zoom In three times. This should give you an acceptable close-up, top-down view of the water level in your Grand Canyon. Now we are ready to set the level of the river. If yours is a dammed Grand Canyon, you would set the Water Plane to a high position, relative to where you would position it if it were a free-running Colorado River. Where you set it is up to you. Move the Colorado River up and down on the Y axis until you like its position.
First, select the Colorado River water plane. To move the Colorado River's level up or down on the "Y" axis in large increments, use the "PgUp" and "PgDn" keys. If you want to move it up or down in small increments, hold down "Option" (Mac) or "Alt" (PC) while using "PgUp" or "PgDn". As you would expect, PgUp moves the object up, PgDn moves it down. As you do so, you'll see the lowest elevations in your terrain fill up with water; they'll turn pale blue in the Nano Preview. Once you think you have the river where you want it, you can render your top-down view to see if you like where it is before you move on. ![]()
If you want to set your Colorado River to the same level as the tutorial movie, change the water plane's position attribute value to Y = 21.90.
3d - LIVING IN THE MATERIAL(S) WORLDLet's add a couple of material presets to liven up our dull gray scene.
Now let's change the material of our Colorado River to something other than the default water plane material. Select the Colorado River and enter the Presets Library again; this time, select "Waters&Liquids". Choose any liquid that appeals to you; I used "Waves of Reflection". It's in the 3rd row, 3rd over from the left. Accept your new water material and exit the Materials Lab. |