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BryceTalk Tips n Tricks; Q n A
April 29, 1999
Part 4 of 5
1 2 3 4 5

 

BryceTalk Tips & Tricks and Q & A, April 29, 1999
Part 4

 

Rodney: To get realistic atmospheric effects you need to enlarge your scenes.

boru: !

Rodney: Make your terrains 15-20 times larger than they default

You'll find that fog and haze start working much more subtly

done

tuckersaur: and to get realistic camera perspective and distance effects too.

Clay: good one rod

Mhyper: yes

AuntiAlias: Boru! go for it!

Clay: !

boru: Option-click any of the white bars in the sky n fog palette to get your choice of RGB, HSV etc color palets

I like HSV

Calyxa disappears in a blinding flash of smoke.

boru: OK

tuckersaur: cmd - opt - click to get your favorite color picker too

AuntiAlias: : ) and to get the system color picker, what's the combination?

Calyxa has joined the party!

AuntiAlias: thanks!

Clay! go for it!!

padwaggled: sorry to interrupt...but how do I exit and still retain a history of all this....so's to refer to this stuff later on???

Kronic has joined the party!

Mhyper: it's logged pad

AuntiAlias: a log will be posted in 24 hours, padwaggled and everyone else who is wondering

Rodney: <pad, a log will be posted in the next day or so>

KPT John: pad go to lobby 1

AuntiAlias: check the notificaiton email for the url

tuckersaur: click on the little floppy disk in the lower right corner

Clay: Also use a 2d plane with a pict image of some clouds on it to set behind your terrains, you can get some neat effects... http://www.phase2.net/claygraphics/scoutprobes.html

padwaggled: thanks...

AuntiAlias: : )

padwaggled: :)

tuckersaur: I've still got my quick s n fog tip...

The BryceMaster: don't forget to animate your clouds :)

!

Rodney: !

tuckersaur: !!

AuntiAlias: the !s are piling up!

padwaggled has just left.

AuntiAlias: so the queue is Bryce Master, Rodney, Tuckersaur

tuckersaur: you missed me last time : (

AuntiAlias: did I?

then GO! :D

tuckersaur: Be sure and play with new base height fx for sky and fog - we finally have a way to tell bryce where a given fog or haze starts (like altitiude).

done

slareau: !

AuntiAlias: : )

The BryceMaster: applying a cloud texture to objects such as spheres and clumping them together can give you a really cool cloud effect and such, animating them makes them look REALLY cool

done

AuntiAlias: Rodney

Rodney: When animating, a sky movement value of 3-5 is usually way more than sufficient

AuntiAlias: (steve, you'll be next)

Rodney: done

tuckersaur: yep

AuntiAlias: go for it, Steve!

slareau: One thing that I've been playing with again in this new release is Bryce recycling- render a scene of nothing but sky, with a lot of contrasts. Save it, then import it into the terrain editor- nice and smooth transitions!

Thrax materializes from thin air.

slareau: This version does some REAL sweet blends , much better than before.

Clay: cool

The BryceMaster: yeah

AuntiAlias: okay.... momentary stretch break..... we're already deep into 1.5 hours here..... and we've gotten through create edit booleans, groups, terrains, sky n fog....

Rodney: !

slareau: sorry- done. Very well done. <sticking a toothpick into my head> Yup - I'm done.

Calyxa: heh

Clay: LOL wheeee!!!!

AuntiAlias: aaah, and still have sky and fog....

Rodney, go for it

Thrax slinks out.

KPT John: Only die hards left?

Rodney: The signature Rodney effect:

The BryceMaster: yup

slareau: yup!

BikerX has left the building.

Clay: yep

Mhyper: :)

Calyxa: 38's a lot of die-hards

M'Kell: uh huh

Clay: yougums gotta go to bed

AuntiAlias: Animation? Camera? Other applications? How about if we all shout out 2 areas we want to cover and see what gets the most concensus and do those and call it a night...

flip: ;)

tuckersaur: updside down man

Rodney: For that Wayyyy up deep sky looking down at miles of clouds effect...

Mindscenes: hehe...

AuntiAlias: er...

robokoneko has more important business elsewhere.

slareau: GIRLS!!!!!

Calyxa: camera!

JeffP: Poser...

3d~?~elf: symm latts

The BryceMaster: Deep Texture Editor

Rodney: Create a pretty Bryce Sky over a very reflective waterplane

boru: DTE

Rodney: and turn your camera upside down

MonkeyT: Scripting, heh heh.

AuntiAlias: oops, rodnay, I'm sorry! : (

tuckersaur: YES rodney!

Rodney: You'll be looking*down* into the Bryce sky and the reflection above you

slareau: Rodney- you're making ME look more normal all the time- keep going! LOL!

Rodney: looks like more sky

Clay: !

Calyxa: !

Rodney: All the gas giant anims in PT were done this way

done

AuntiAlias: okay, I'll repost rodney's in one fell swoop, since I brought an onslaught of interruption

Rodney: For that Wayyyy up deep sky looking down at miles of clouds effect...Create a pretty Bryce Sky over a very reflective waterplane and turn your camera upside down

tuckersaur: I can see for miles and miles!

Clay: also just turn your camera around backwards, you get a different view of the sky of sorts

AuntiAlias: You'll be looking*down* into the Bryce sky and the reflection above you All the gas giant anims in PT were done this way

done

 

The BryceMaster: you can see forever up here

Clay: done

tuckersaur: and your render time will of course go through the roof!

AuntiAlias: okay....

quick question for clay and calyxa.. your tips on sky?

Calyxa: for some _really weird_ sky effects, create a cube, resize it, copy the matrix, paste the matrix onto the CAMERA. that'll change the size of your camera, which wreaks havoc with the sky (or did in B3...haven't tried it in 4 yet)

ccasady: That's pretty tweeked!

Clay: no doubt

AuntiAlias: wild!

Calyxa: I know making the camera smaller that way was very strange. didn't play with it too much.

tuckersaur: !

ccasady: I *NEVER* would have tried that!

Rodney: Weird sky? Can we say vortex noise clouds and wide angle lens?

slareau: I did, but it was an accident!

Calyxa: I was trying to create invisible "camera stations"....

so that I could have more saved cameras (and named ones at that) than the memory dots allowed...

flip: thats the happy errors....

gdmsynth: Animate the width of the lens for interesting flyovers.

scale I mean.

Calyxa: I love vortex noise skies...

AuntiAlias: OKAY!! How about some Quick Q & A... Ales, Brian, you still game for it? for the next 20 mins or so?

MetaBrian: sure

Calyxa: http://www.best.com/~calyxa/pearl/newinchland.html

ahole: sure/....

renato!: ?

3d~?~elf: ? symm latt

AuntiAlias: OKAY THEN!!!!

(they know the drill, folks!) If you have a question, please type ?

tuckersaur: one more !

AuntiAlias: renato, go for it!

gdmsynth: ?

renato!: OK, Rodney might be able to answer this as well... I forgot to ask this question last week

AuntiAlias: (i'll take ? and ! in order of typing... : )

tuckersaur: k

renato!: How 'bout some rules of thumb for timing animations?

Rodney: <It's B&A on the hotseat...>

KPT John slinks out.

The BryceMaster has more important business elsewhere.

tuckersaur: I hear music rodney....

renato!: I have my own rules of thumb, but would be interested to hear yours.

Rodney: <Hum your animation>

tuckersaur: hehe

AuntiAlias: Queue: 3D ? elf; tuckersaur, gdmsynth.. if you have a question, type "?" if you have a tip (about anything) type !

3d~?~elf: how to make seams less prominent with symm latts?

AuntiAlias: hang on a mo, 3D elf, for the answer to the previous question : )

tuckersaur: Adding on to Rodney's :and turn off the snap to frames setting to give a random feel to your movements, when you set the keyframes.

Betty has left the building.


 

 

ccasady: I have a tip for that, I need a visual aid to draw a filter curve!

tuckersaur: or get bsmooth!

ahole: There is no easy way right now. But we're working on some technology to help you control the shape of the seam.

Clay: cool!

3d~?~elf: thought bsmooth might have been 'swallowed up" in B4...?

tuckersaur: let us save filter presets - this is for Tile!

MetaBrian: not yet ;)

Cricket has joined the party!

Clay: hi

ahole: hmmm?

AuntiAlias: k.. Tuckersaur.....

tuckersaur: for outlandish skies print and animation - set your field of view to 180 and aim the camera so the sky is most of the scene - the clouds will come screaming at you!

quick and done!

boru is off to render mirrored spheres.

3d~?~elf: ? (boolean ops)

AuntiAlias: gdmsynth, you're on.. If you gotta querstion, please type ?

gdmsynth: How can I get an alpha channel from a Bryce object so I can manipulate the object within AfterEffects?

Rodney: Also stretch your render vertically to exagerate the effect

tuckersaur: yeah!

ahole: Render the mask for the object

boru saunters in.

AuntiAlias: I got an answer for that...

tuckersaur: and render to pict or bmp seq - it will save the alpha channel

gdmsynth: Ah!

AuntiAlias: If you have more than one object that you want to render a mask for, then assign them a color or name or give them URLS

Giles is off to see the Wizard.

AuntiAlias: then, when you are ready to create mask renders, use select menu

gdmsynth: So Bryce can render alpha channels?

AuntiAlias: to select by the family color or select URLs

gdmsynth: What about with millions+ colors in animations?

ahole: bmp does not have an alpha channel

ccasady: !

AuntiAlias: and then select Mask Render and then go through the steps to render animation.

M'Kell is off to save the world.

AuntiAlias: it's a separate render, not a matter of rendering RGB + Alfa.

Rodney: Gdm, you have to render the animation again using Mask instead of Prespective render. In AE load the mask render above

AuntiAlias: It's either/or

tuckersaur: I mean TIFF ales - sorry

gdmsynth: Thanx!

Rodney: the regular render and use the LumaMatte transfer setting for the regular rewnder's channel

AuntiAlias: okay... where are we? 3D will be next followed by ccasady

wehn this is done

gdmsynth: Did we cover animation tips?

AuntiAlias: well... not exactly... if you have a question, type ? if you have a tip (about anything, including animation) type !

Rodney: Didn't Cyndi Rhodes sing for Animotion...

AuntiAlias: we're just taking it in order of the ?s and !s that are typed

MonkeyT: ?

gdmsynth: !

renato!: wow, someone else who remembers Animotion!

right on Rod

Rodney: Astrid Plane was the first vocalist

AuntiAlias: I do believe that 3d~ is next.. go for it!

3d~?~elf: get 'lost' with doing multiple neg. booleans...any easier way to outline/set it up? sometimes.it seems to not work, until i start over...

rvanderlippe: ! (material animation)

tuckersaur: if its really deep - do it on paper first - the grouping...

flip: personally I wan't really into them... but they were waht they were... Anamotion

MetaBrian: elf, make sure all of the objects have a boolean flag set (i.e. positive, negative, or intersect)

AuntiAlias: Queue list: ccasady, monkeyT, gdmsynth, rvanderlippe

Calyxa: I try to use the family colors to keep track - use really light ones for the bits that are mostly "outside" the object, and dark family colors for bits that are mostly "inside" the object.

3d~?~elf: do each obj have to be set "neg" and then group, set group as neg?

tuckersaur: no just things that cut things are negative

the things being cut are positive

AuntiAlias: (this is great, getting one quesiton with a bunchof answers! :D :D :D :D)

Clay: LOL

3d~?~elf: understand that...but if neg. boolean a group, do each ahve to be set neg b4 grouping?

tuckersaur: only the cutters - does that make sense?

Calyxa: no, you can use the ctrl click menu to select pieces and change their boolean attributes at any time

AuntiAlias: (In fact I think that we should have newbie night.. where only newbies ask ? and everyone w/ more experience can answer!)

3d~?~elf: knowing that too...

tuckersaur: in Bryce3 thru 4 you can only boolean them into 1 large group.

flip: siunds good to me..... (hello I'm a bryce "newbie"

Rodney: 3D.... to be safe, assign every negative object the negative attribut.

beowulf slinks out.

slareau: <clapping> "Good answer! Good answer!"

Rodney: Sometimes assigning a group negative works but it's strictly by accident

tuckersaur: that's why i suggested mapping them out on paper first if its really comple

x

3d~?~elf: hmmm...not that new...ok...generally do that, sometimes op doesnt happen

Calyxa: huh, I've made "nested" groups where a sub-group (say, half a sphere) does a strange cut out of another primitive or other group

after grouping to make the half sphere, make that group itself negative.

Rodney: Nesting groups in a boolean construct is often inneffective. They seem to "cancel each other out"

AuntiAlias: really Rodney, I've had ok luck with assigning properties to the group...

Mindscenes: When doing a boolean op with a group, every object within the group has to be set to either positive or negative(not neutral), then the properties for the group can be set to positive or negative and be used in a boolean op.....

Calyxa: don't forget 'intersect'!

tuckersaur: have you done it in b4 cal - it doesn't seem to work like that here

MetaBrian: Group booleans should work just fine, I'd like to know otherwise...

Calyxa: don't think so, tuckersaur...

tuckersaur: I can send you a model that breaks it Brian

Calyxa: could try real quick...

Mindscenes: whoops, your right Caly, forgot intersect...

AuntiAlias: uh... 3D elf, your qustion been answered yet? ; )

MetaBrian: please do

tuckersaur: I'll do it

3d~?~elf: ...yup

AuntiAlias: ccasady... you're ON!

ccasady: This is for that person wanting to reduce seams in Sym Lats:

Rodney: ?

3d~?~elf: yes...me

ccasady: Ya know that thing called "Filter" in the Terrain Editor? It looks like a 45º triangle of grey and black. Draw just the bottom of it straight down, Leave 90% of it untouched, but drop that last 10% (dark to black) straight down. This forces the dark grey

......

Elysium has left the building.

ccasady: to be full black, The dark greys are creating your seam. : )

AuntiAlias: Queue list: monkeyT, gdmsynth, rvanderlippe, Rodney (if you have a question,please type ?; if a tip, type !)

3d~?~elf: got it..thx

ccasady: done

AuntiAlias: done, chris?

aah

monkeyt!

MonkeyT: A topic or 2 behind by now, but: I haven't tried it, but can you render an animated distance render? That would be cool as an alpha in AE.

MetaBrian: Sure

AuntiAlias: I don't see any reason why not. Brian?

gdmsynth: Explain more please...

MetaBrian: Mask as well

AuntiAlias: and altitude for that matter...

you can create animations in any of Bryce's render modes

tuckersaur: he could use it for on the fly depth of field, etc in the anim - that would be nice ; )

gdmsynth: ?

AuntiAlias: So you can render the RGB for an animation, then go back and set the render mode to distance render, and then use the resulting 2nd render as a mask for manipulation in AE

tuckersaur: using blur with that alpha channel gdm - yeah

AuntiAlias: all done? then gdmsynth!!

Clay: thanks guys it was a blast, cyall later:-)

tuckersaur: bye clay\

gdmsynth: Tip - How to eliminate flicker from Bryce images displayed on Video.

Clay has more important business elsewhere.

gdmsynth: Use Photoshop Filter>Video>Deinterlace (interpolation) to remove shimmering flicker from Bryce images that are being sent to video. (What happens is that pixels sitting between video

(What happens is that pixels sitting between video fields cause a very undesirable shimmering flicker)

The result of deinterlacing can be absolutely stunning- all the little shimmering wigglies will be _completely_ gone.

If anyone knows how to acomplish this same effect with a movie animation (other than to process each frame one at a time in Photoshop)

Calyxa: !

MonkeyT has more important business elsewhere.

gdmsynth: PLEASE tell me....I'd really like to know. Last week Rodney suggested rendering at 1.5 times the final size but that about doubles the rendering time. Any other solutions?

MonkeyT materializes from thin air.

AuntiAlias: Queue list: rvanderlippe (!), Rodney (?) gdmsynth (?)

tuckersaur: yeah - render field interlaced in AfterEffects gdm

Rodney: gdm, doesn't that effectively halve the resolution, though?

Calyxa: did a quick boolean test in b4 - made half sphere with pos sphere and intersect cube, made that group negative and grouped with positive cube - http://www.best.com/~calyxa/ pearl/0images/booltest.jpg

metafernc wants to play too.

tuckersaur: and use Rodney's tip - the shimmering is a completely different problem than interlacing video - you need to fix both.

gdmsynth: Resolution doesn't change. Why would it?

MetaBrian: Good example Calyxa

Calyxa: thx

gdmsynth: The deinterlace is interpolation between fields I think.

tuckersaur: I'm talking 4 or 5 levels deep - that Breaks it - I'll send to Brian

gdmsynth: In anycase try it. It works for me.

Rodney: gd, deinterlace throws away every other row of pixels then restretches the frame to the proper height.

tuckersaur: it is a sledgehammer way of calming them down...

Michael: !AuntiAlias, before the discussion is over, do you think we can get a compiled list from users of their online galleries???

gdmsynth: Thanx Tuckersauer.

tuckersaur: no problem

AuntiAlias: Queue list: rvanderlippe (!), Rodney (?) gdmsynth (?), Calyxa (!)

MonkeyT: Weak connection bumped me off. Luddite me has to start animating now. Thanks for your answers. I'll read them in the final talk posting.

AuntiAlias: good idea, Michael!

Calyxa: (I snuck in my bool example, so scratch me off the queue... thx)

 

>>>> Next up: Rvanderlippe's Great texture animation tip, Still more Q & A

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