Table of Contents

The KPT Bryce Book

Chapter 1 Introduction

  • The story of the software’s creation
  • Why Bryce is named “Bryce”
  • general introductory comments about the rest of the book

Chapter 2–System Requirements for Using Bryce

  • The types of computers that can run Bryce
  • How you can modify your computer so that it will run Bryce
  • Bryce file formats and why there are two files for each Bryce scene

Chapter 3–Camera and Scene

  • A brief introduction to all of the working pieces of Bryce
  • Three-dimensional space, the virtual world and the two-dimensional camera
  • The camera controls on Bryce’s Master Palette
  • How to better work with the Bryce camera

Chapter 4–Streamline Bryce Working

  • The best ways to set up scenes
  • efficient ways of working with objects an material settings
  • effective rendering and batch rendering
  • tips on working with Bryce Dialog boxes
  • how to deal with Bryce anomalies
  • Preferences set up
  • Other general things about Bryce that are good to know in the interest of speed and efficiency

Chapter 5–Selecting and Editing Controls

  • All the different ways to select objects
  • What it takes to resize, rotate, move, group, flip align and ground Brycean objects
  • Bryce’s internal grid
  • Grouping and ungrouping objects

Chapter 6–Skies and Light

  • Changing cloud shape and color
  • Positioning the sun and moon in your Brycean sky using the Light source control
  • Fog and haze–controlling water moisture in Bryce
  • All about color–how each Color setting or Sky & Fog affects your Bryce scene
  • Freestanding clouds and fog
  • Making glowing objects using primitives

Chapter 7–Terrains, Terrains, Terrains

  • How to work with the Terrain Editor controls to make terrains
  • how to make clipped terrains for waterfalls and special effects
  • How to work with Photoshop or other image editing applications and the Terrain Editor
  • How to create unusual terrain forms–words and images
  • How to create terrains using United States Geological Survey (USGS) Digital Elevation Models (DEMs)

Chapter 8–Material World

  • The Material Editor interface and general organization of the Editor
  • A deeper explanation of each part
  • Discussion of some basic approaches to working in the Materials Editor
  • 2D Pict textures–description, how-to’s and pointers
  • 3D solid textures and the two editors to work with them
  • The deep texture editor–what each thing does
  • Building a couple of material settings form the ground up

Chapter 9–Superlative Nature Imagery

  • At the feet of the Master–dissect some scenes by Eric Wenger, Bryce’s creator
  • Specific tips for certain nature effects
  • Geology 101-how earth formations occur and how to do them in Bryce
  • Undersea worlds
  • Rainy weather conditions

Chapter 10–Multiple Object Construction

  • Simple ways to make complex shapes and non-nature object using multiple primitives and multiple terrains
  • Architectural objects: castles and towers
  • Circular objects, such a s spiral staircases, gears and waterwheels
  • Merging scenes

Chapter 11–Brycing Out of This World

  • Outer space images–planetary and ringed planets
  • Lunar spheres in Brycean skies
  • Abstract Brycean images
  • More suggestions for using 2D Pict textures
  • Using Bryce with other 3D applications

Chapter 12–Render Unto Bryce

  • How rendering works with grouped objects
  • Tips and tricks for rendering while you are working on your scene and rendering at the conclusion of work on your scene
  • Batch rendering
  • Large format rendering
  • 360-degree rendering
  • Distance rendering
  • Mask rendering
  • Semi anti-aliasing tricks

Chapter 13–Printing Bryce images

  • All about resolution and printing
  • Different categories of printers
  • A strategy for working in Bryce an image resolution
  • Conversion from RGB to CMYK
  • Strategies for Bryce for Grayscale and color

Chapter 14–What’s Wrong with This Picture?

  • How to tell that terrain resolution is okay
  • How to tell when to adjust the noise rotation for your scene
  • How to get rid of “grids” in your materials
  • How to find a scene by establishing a credible sense of scale
  • How to fix Ambient problems
  • When to reduce a too-bumped bump gain

About this site

Formerly “All Things Bryce” this site is home to the professional consulting business of Susan A. Kitchens, AuntiAlias & Associates.

What is AuntiAlias, anyhow?

AuntiAlias is a pun on the word antialias. In computer graphics, anti-aliasing is the process of adding what seems to be blurry in-between pixels to smooth the image so it won't appear so "jaggy." The pun came about in the early days of Bryce, the 3D landscape software. Bryce's final rendering pass is anti-aliasing. On the software's support boards, I'd sign my posts as "Auntie Alias." I thought, "Hey, I'll make that into a screen name!" The 10-character limit resulted in this spelling you see here: auntialias.

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