
The aim of this tutorial is to provide a "plain and easy" introduction to the
Bryce Deep Texture area. It does not attempt to explain the complex mathematical
formulae from which these textures are generated. Instead, it is a visual guide
to what effects the various deep texture controls have on the image. At the
same time, this resource tutorial gives an insight into the extremely complex
nature of this area. Although this tutorial was made in 1996, it reflects the
Bryce deep texture area as it existed in Bryce 2. The DTE is much easier to
use now, but the texture types and paramaters still apply.
For those who have entered this tutorial and have never encountered the landscape
3D generating software known as"Bryce", a description and demo can be found
at Metatools, in the Bryce section of the Corel
web pages.
If the reader has encountered Bryce, and wishes to see an online tutorial and
discription of the other aspects of Bryce, there is a special tutorial section
in Metatools' directory. For extra information regarding the use of Bryce, there
are a number of excellent tutorials on several Bryce sites. There is an in-depth
Bryce reference book available, Real
World Bryce 4 by Susan A. Kitchens and Victor Gavenda, published by
Peachpit Press. This book covers all the features in Bryce 4, the earlier version
of the application, and is equally applicable to most of the features in Bryce
2. It is to be highly recommended for deeply interested in using Bryce to its
maximum potential. For other Bryce
tips, there is an extensive site with contributions by many Brycerians hosted
by Alexander Rives and the Bryce forum areas, Galleries and lists all brought
together by Bruce McLeod of the Watchful
Eye Gallery. There is also the wonderful Bryce centre maintained by BryceTech
which contains countless links
and tutorials including the Bryce community game , Driven
- truly a place for Bryceoholics to while away their time.
The Deep Texture Area provides an infinite repository of textural controls,
from which both realistic looking and fantastic textures can be created. For
those who wish to create seriously in Bryce, and want precise control over the
textures they generate, it is important to have an understanding of this "hidden"
area within Bryce. It is important to remember that this area is also accessible
in the cloud and sky control in Bryce, so with this knowledge, a quantum leap
in creativity within this application can be achieved.
I have implemented a "frames based" interface which engenders an interactive
"feel " to this tutorial. I have done this by creating categories
of types of renders, with explanations of the parameters with which they are
created. It is possible to access any category easily from the main screen of
the fourteen categories.
The frame screen has three areas in all. The top frames contain an imagemap
from which a set of render types can be accessed. When a rendered swatch type
is accessed, the related swatch, somewhat larger, will appear in the left hand
frame, along with the relevant information for its creation.
In this left hand frame, various screens can be accessed. The render thumbnail
provides access to a larger render in the right hand frame, which is a composed
image with objects against a chequerboard background, demonstrating transparency,
reflectivity and other optical effects, such as the way shadows are cast.
A key is provided for explanation of the various components of the interface,
and a path back to the main tutorial screen, explaining the interface. The list
of categories can also be accessed from this screen. Three pyramid icons at
most are presented in this screen: one giving access to a screen dump of the
surface controls, such as ambience, transparency, bump depth, optics etc, a
second one showing a screen dump of the noise controls used, and another, the
filter area.
In ending this brief intoduction, I would like to extend my thanks to Susan
Kitchens, Doc. Hildebrand and John Corbett for their excellent reference material
which enabled me to understand this area much more fully than I would have otherwise.
This tutorial is copyright 1996, Hilary Rhodes, and may be used for private useand educational purposes only. It may not be commercially distributed in any form.
This page has been updated and revised on
May 4, 2001
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