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

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