Introduction to this tutorial

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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