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Tuesday BryceTalk Q n A
June 15, 1999
Part 2 of 3
1 2 3

 

Tuesday BryceTalk Q & A, June 15, 1999
Part 2

AuntiAlias: DreamVoyager, you're ON! :D

DreamVoyager: I have all-in-all some 13 Qs, and wishes... should I just feed them all in?

Some may allready have sollutions Iv yet not found, so forgive me if Iv yet not had enough sex with the instructions.

ahole: One by one please :)

DreamVoyager: * Why is the relative frequency indicator gone (since B3)? Atleast make the slider indicative by not letting it bounce back when it is released.

AuntiAlias: how about asking a couple for starters.....

DreamVoyager: * Level of fuzzyness!!! I dearly need to be able to adjust the "amount of feathering" on infinate planes and object with material given fuzzyness.

AuntiAlias: wait!

DreamVoyager: OK ;-)

AuntiAlias: one at a time, so we know which one is being answered! :D

DreamVoyager: sorry

AuntiAlias: no problem! : )

PJF88: ?

Sky Pilot: ?

boru: A

ahole: Ok here i go on the first one...

I assume you're talking about the Materian Composer....

DreamVoyager: yes

DreamVoyager: first levle

ahole: The trick there is that in previus versions of Bryce the frequency was only one dimensional. In other words

all the spatial frequencies have been changeing equaly.

Now the frequncies can change independantly (see the golden tools)

AuntiAlias: er.. golden tools are accessed at top left button of the Texture Source. the text readout says "edit texture"

ahole: This slider represents the change which is being applied to all the frequencies at the same time.

i_claudius: I've got a question when it's my turn...

MetaBrian: The amount of fuzziness, when using the "Fuzzy" shading mode, can be controlled with the TRANSPARENCY value...either with the slider, or through a texture

AuntiAlias: Boru, go ahead and chime in with your answer!

DreamVoyager: A "!" to the first answer: Well, if I take a material, tweek it, have it on WorldSpace, then change the colors or such, want to use the same fundamental material on some other (later added) object, but without the color tweek... Makes if a bit irritating..

...since the frequencey slider is there, why not let it show numbers?

boru: Oh I had the same answer as Ales just gave.

Learned it in Bryce Camp

DreamVoyager: Nope... Transparency can NOT controll Fuzzy level... sorry.

ahole: However which number shoud the slider show. There are 3 numbers behind the slider....

AuntiAlias: Queue-- Fireheart, gdmsynth, Tonebone, PJF88, SkyPilot, i_claudius, DreamVoyager (3 more)

DreamVoyager: Transparency controlls the overall transparency, and thu8s can give an illusion of fuzzycontroll, but it has not the effect Im looking for.

MetaBrian: If it's not doing what you're after...then I don't understand what that is...

DreamVoyager: I wish to have a dens material, forinstance, but not let them look like they are chopped off by the rock wall of a mountain.

AuntiAlias: Any last comment for DV before we move on? (DreamVoyager, I'm inserting you into the queue again for your next set of questions)

aaah, okay, I see you're continuing a bit, here... cause after this, Fireheart is next

DreamVoyager: I wish to controll the "feather ammount" the "feather distence" so to say, of a fuzzy material

MetaBrian: Ok, I see...

DreamVoyager: Now, too often my clouds look like they are cut off by a mountain... if I give the plane more transparency, they get too thin in the open sky

Anyhow... feeling a bit stressed from behind in the que.. so Ill move on with a few other wants :-)

AuntiAlias: : )

DreamVoyager: * Gradient Skies (for Polar Twilights)

AuntiAlias: Fireheart, you're on! :D

FireHeart: Is there any way to predict or avoid the "object not found" error that crops up in scene files?

MetaBrian: Ok, I'll take this as a feature request to have two values controlling the fuzzy shading mode instead of just one!

DreamVoyager: * Show Bryce-world limits

Aha... OK... sorry... Ill take my other 8 ones some other time :-)

AuntiAlias: You *are* in the queue another time, DV! : )

DreamVoyager: thanks :-)

ahole: I think that next version of Bryce will not have the porblem. We don't know where it comes from right now, but we're on it

FireHeart: Thank you.

AuntiAlias: by next version, do you mean the update or the next major rev of Bryce, ales?

ahole: 5

Hometime: ?

AuntiAlias: gdmsynth, you're on!

gdmsynth: In the Bryce Technotes online it says you can't get rotation beyond 360 degrees. I have been able to do so (up to 15,000+ degrees rotation) but not from every perspective.

When I rotate an object, the box down on the left it tells me the degrees (goes beyond 360). In an animation this can be memorized but I can't find any place where I can edit it.

What's going on here? Anything we should know?

AuntiAlias: Queue-- Tonebone, PJF88, SkyPilot, i_claudius, DreamVoyager (3 more), Hometime If you have a question, please type ?

ahole: Yes gd, there is no numerical edit for the numbers. of rotations which go over 180

gdmsynth: But why does it work from some perspectives and not others? It would be nice to be able to edit. In the attributes box for example.

ahole: It should work from all camera positions. There is no limitations to that.....

As far as i know ...

gdmsynth: Hmmm. OK, thanks. (done).

AuntiAlias: Tonebone!! It's YOU!

ahole: sorry gd if you have an example when it does not work, please let me know.

Croaker: Am I in the queue?

AuntiAlias: You are now, Croaker!

Croaker: k

gdmsynth: OK. I'll have to go back and look at the file.

ahole: cool

AuntiAlias: Is Tonebone here?

aaah. no

Croaker: I think he disconnected

AuntiAlias: okay then, PJF88!!!

PJF88: When the camera is small in the scene (e.g. far away) and I want to just move it, most of the time I end up turning it instead. Is there a way to restrict the mouse action on the camera to just movement?

AuntiAlias: Queue-- SkyPilot, i_claudius, DreamVoyager (3 more), Hometime, Croaker If you have a question, please type ?

ahole: PJF unfortunately not.

PJF88: k, ta.

ahole: You're getting hold of our pride which we call peeny

And in your situation it's getting little in the way :)

MetaBrian: We need a "peeny ignore" modifier key ;)

AuntiAlias: SkyPilot, go ahead!!

PJF88: official request! lol

gdmsynth: (I agree... a hand grab type tool would be nice)

Sky Pilot: I have noticed that when I add a parallel light source with a pict gel to a scene, any lights I add later use the pict, and I can't get them to act like normal lights (B4). I was going to try to duplicate this, and ask about it tonight at the AOL chat.

FireHeart: ?

PJF88: ?

Sky Pilot: Haven't had time to check--don't know about previously added lights

AuntiAlias: Queue-- i_claudius, DreamVoyager (3 more), Hometime, Croaker, FireHeart, PJF88, DreamVoyager (2 more) If you have a question, please type ?

ahole: Sky is this mac or pc?

MetaBrian: There were some problems with the light dialog/lights in B4 which are fixed for the update...

Sky Pilot: PC

MetaBrian: As for the "gel that won't die", hold on a sec...

AuntiAlias: SkyPilot, does using the Edit Light dialog (remove gel item on menu, I think) work for this?

Sky Pilot: Remove gel item?

AuntiAlias: yeah, hang on, lemme launch Bryce

MetaBrian: I get a fresh, ungeled light every time I create a new one...

Sky Pilot: Didn't see it

MetaBrian: Ok, we FOUND it!!!

Yes, that problem has been fixed...you'll see the fix in the update :)

AuntiAlias: You click the E to get to Light editor. There's a pop up menu (see downward pointing triangle under light preview on the right)... one of the menu items is Remove Gel

Croaker: when's the update?

AuntiAlias: So I guess mine is the short term solution until the update comes out! : )

Sky Pilot: Great! Done. Thanks a lot!

AuntiAlias: i_claudius, you're on! : )

i_claudius: How do I get , for example, a picture onto an object with a 3D texture, applying it like a label on a bottle? This can be done in RayDream but I haven't figured it out in Bryce yet. If it can, indeed, be done.

MetaBrian: It's just a light dialog problem...the actual gel isn't affected

ahole: This is the workaround.....

MetaBrian: very soon Croaker...

AuntiAlias: I_claudius, shoulda been at BryceCamp -- there was a whole day covering Decals, by Scott Tucker......

MetaBrian: almost done

ahole: When in the dialog click the texture gel button and click ok without selecting anything..

Sky Pilot: Thanks Ales

AuntiAlias: i claudius....

in the Materials Lab, you can have more than 1 texture driving the appearance of an object

texture source, that is.

i_claudius: yes

AuntiAlias: So for a picture source, you can have it apply to your object using one of Bryce's mapping modes

AuntiAlias: such as parametric or cylindrical (best for bottle labels)

i_claudius: right. so for a design on a column


 

 

AuntiAlias: if your picture source has an alpha channel, you can select a menu option that also lives in the menu with Object Space world space, etc.

and...

that is

Decal Colors

(sorry about the pause, had to go into Mat lab and try it out)

i_claudius: Ah. I see.

AuntiAlias: Now...

when it comes to applying a decal over a 3D textured area, uh... Brian, you got an answer for that?

AuntiAlias: (I wasn't paying as much attention during that part of the class!)

MetaBrian: You may want to try using the ABC mode of combining texture sources...

i_claudius: I thought of that, but wouldn't that change the color of the decal?

AuntiAlias: Okay... so how would that work: 3D texture is source A, 2D image is both B and C

MetaBrian: That's the only way to achieve the "layering" that you are after

AuntiAlias: what happens is that the alpha channel in C acts as a compositing mask to mix the two textures together

ahole: caudius it depends on the alpha channel in the C

gdmsynth: ?

MetaBrian: Yes, Susan, that's the idea

i_claudius: So the alpha in the C has to be the decal?

ahole: If it's only black and white then there will be no change. If there are shades of gray it will

Yes, it has to take the shape of the decal...

AuntiAlias: Well, I'd suggest same texture in both C and A or C and B (the alpha channel in the decal will determine which it is)

i_claudius: Got it.

AuntiAlias: sorry if that's confusing; but try that out. WIth a little trial and error, you shoudl get it! : )

Oh, and watch the mapping for decal is the same, i.e., cylindrical, if it is both B and C!

i_claudius: I'll save the chat just in case a mangle it up in my puny mind :)

AuntiAlias: DreamVoyager, you get THREE, count 'em Three more! : )

DreamVoyager: Before I move on, Id like to say that Iv been working with B since B1, and I love it. You guys have done a great job on bringing it several steps forward! :-)

:-)

Also... these meets are incredably valuable for me, living in the outskirts as I do!

MetaBrian: Geee....thanks

DreamVoyager: Show Bryce world limits... please

3d~?~elf: don't be modest about the progress!!!

ahole: Dream there're no bryce world limits right now....

DreamVoyager: sometimes I hit the limits and it can be shere hell geting the scene back in shape agaoin

gdmsynth: (Ummm my terrains only go up to 99,999)...

DreamVoyager: No? Well, Iv had some effects that look just like the old limints

Well... Im greatfull in that case, but need to check out more the effects Iv goten...

ahole: gd is this not enough?

DreamVoyager: anyhow...

* Gradient Skies (for Polar Twilights)

gdmsynth: Well, its OK but I had to put mountains on the edges.

MetaBrian: There are some clamps on the input numbers for pratical reasons, but we picked the limits thinking there would be no value in exceeding them...

gdmsynth: Everyone said to go LARGE (clouds and distant terrains look better).. it seems to work.

ahole: The work in the Sky Lab will continue. We have some more improvements to the sky up are sleeve. So hang on, gradient might be on of them :)

MetaBrian: We'll provide more direct control over such aspects of the sky as the gradient in future versions...

ahole: gd but i don't think going that large is too good.

AuntiAlias: Queue-- Hometime, Croaker, FireHeart, PJF88, DreamVoyager (2 more) gdmsynth

If you have a question, please type ?

(and wasn't there someone here who wanted to discuss camera positioning matters? If so, I hope you're in the question queue!)

ahole: couple thousands mabe :)

Hometime: What's in the update (short summary)?

gdmsynth: As I said its working for us. Just commenting because you said no limits (sorry I'm extreme...)

AuntiAlias: Hometime, DreamVoyager still has the floor.....

Hometime: sorry

DreamVoyager: The skylab is fantastic. All-in-all the skies have gone from good to great, and I really love the new sky lab. But I have a hard time fixing nordic nights... 11 pm summer nights... with gold-togreen-tolightblue-to velvet....

AuntiAlias: ('sokay... just trying to keep confusion down a bit :D)

MetaBrian: Ok, Hometime, we'll post the list on the Website, but I will say that there were about 80 issues addressed (both bug fixes and enhancements)...

ahole: gd if you care for more math based explanation drop me an e-mail...

DreamVoyager: you guys should take a summer holiday here to scandinavia and look what its like during the "hight"

:-)

Hometime: Thanks...done

DreamVoyager: night, I mean.

ahole: dream we're there..

:)

AuntiAlias: lol

MetaBrian: Sounds like a business trip to me ;)

DreamVoyager: Iv succeeded a few times in coming close, but not 100%

you are? where?

3dradmd: ?

ahole: on our way, dude :)

DreamVoyager: aha... well, you can stay in my place if you come here corporeally :-)

save you some hotel fares

ahole: :) thanks man. We can talk Bryce during the polar night...

DreamVoyager: Like now... it is 9:30 pm and the sun is setting... the effect of the sky here with the worlds tilt is far from what you see in calif

Id love that

AuntiAlias: DV... have you asked your three questions or made your three requests or whatever it is? (aside from making us all want to visit you!!)

DreamVoyager: And Iv gopt nice wine and vodka to flush the discussion down with :-)

MetaBrian: Ok, we're REALLY there...

DreamVoyager: OK... Ill give room for the others :-)... Better skycontroll for polar nights (gradient controlls), curved sky, and I forgott the other ;-)

so I guess Im done :-)

AuntiAlias: Croaker, you'r eON! :D

Croaker: I have three questions: 1)How do I get Bryce to import vrml 1.0 objects without an out of memory error? 2)Which mode is best supported in Bryce, Opengl, Direct3d or Sree3d? 3)Regardless of transparency, I can't seem to get objects to be visible underwater

DreamVoyager: for now...

ahole: 1) Send me the VRML scene. It's probably not out of memory problem. It's probably bad format....

MetaBrian: How do you model the effect of being underwater...a single water plane, or a slab???

Croaker: Slab

I cant get any vrml to completely load, they go part way, then I get out of memeory error (I have 128mb ram)

ahole: 2) They're supported equaly well. It's the same library which deals with the rendering. If you have OpenGL support on your crad use OpenGL if you don't use Sree3D

Croaker: 32mb tnt2 video card, btw

MetaBrian: You will have to be careful with the volume color... Also, are the objects you want to see underwater using some kind a material that uses transparency itself???

Croaker: No, they are solid

ahole: It's most likely problem in the file and Bryce just puts up bad error message. We got little sloppy at the end :(

MetaBrian: So. you're saying SOLID objects are completely invisible when inside a slab???

Croaker: The opengl u choose for display, does that determine the video acceleration used forrendering?

Meta, yes, when objects go belwo surface of water slab they disappear

MetaBrian: Is the camera outside of the slab or inside???

Croaker: ive tried both

ahole: I am not sure what you're saying..

ahole: about the OGL....

Croaker: Okay, ideally, I want an object just below the surface of the wtaer to be visble to the camera above the water....

MetaBrian: If outside, the problem could be the level of refraction on the slab which causes some of the transparency to become reflection when the viewing angle is low...

Fraguet: Hometime, is that you, Don Gray?

MetaBrian: As for being inside, there should be no way for this to happen...

Ok, try reducing the amount of refraction...

Hometime: (yes) write privately

Croaker: The display mode u select for viewing (opengl etc) does this set the program to use opengl for rendering? Ie to use video card acceleration?

AuntiAlias: If you want to have a side disucsion, please open up another room for that. Room list is the top green button (or type command-N or Ctrl+N to create a new room)

ahole: No, it's used only for the previews Croaker.

MetaBrian: Also, make sure there is no Reflection value set. Use 0 because you will automatically get some reflection if there is any refraction...

 

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