Bryce 7 Tutorial

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Alethia Tiell

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Aug 3, 2024, 5:49:42 PM8/3/24
to rendecarre

Hey, my Hey June friends! This post is a long time coming. Man, it took me way to long to get my act together to get these pants finished, pictures taken, and this tutorial written. Sheesh, I could never be a blogger.

I had seen some video tutorials but the one by David Brinnen say it's intensive. I have not looked at video yet. I am really only a beginner and needs something more simple. My aim is to add clouds in a rain/storm scene. But normal clouds to learn to create will also help. I have seen a written tutorial here but it's somehow confusing. When I follow the steps I don't get the menu they describe @ -tutorials.info/bryce-tutorials/simple-clouds/

Steps 2 and 3, I am not following quite unless I am misunderstanding it. I have only get to step 3 at this point. When I press the "Frequency/Amplitude" button it takes me to the "Sky Lab". I click on "Cloud Cover" .... then what? I am lost!

Launok - try David's tutorials, he does say intensive or for advanced users but they are simple to follow. I'm am using Bryce for so long now but you are rendering awesome little cities and towns, which I can only dream of doing. David has very good tutorials. Give them a try. Good Luck

Amplitude is slightly different in that it accepts positive and negative values... So for instance if it's set on 0 and the bar is blue, slide it to the right and you get poxitive numbers, slide it to the left and the bar turns orange and you get negative numbers.

I would suggest looking in the sky presets for one that is close or one that you like and setting that as your sky and then entering the Sky Lab Cloud Cover control to examine what settings have been used and tinkering with them one parameter at a time to see how each affects your sky. If you set the little preview panel on the right to "Render In Scene (by clicking the downward arrow and chosing that option from the pull down menu), you get a good idea without having to be in and out of the Sky Lab all the time.

Hope this helps... I can't find any good tutorials online for you (and yes, the one you've found seems to be rubbish) but this might help to give you better overview of the Sky Lab and Cloud/Fog settings.


That's a Bryce 3 or 4 tutorial (scrape it ) Try this to get started. Go strait into the sky lab, Cloud Cover tab. Click & Highlight Stratus & Cumulus option. Under each window is a reset & edit option, Click edit. This takes you into the DTE. In the DTE on the bottom window click the top right side button. This takes you into the Texture Library. In the library select Clouds on the top roll you'll find stormy ( it's the 6th one) Select it then check out of the Library, Then check out of the DTE. After loading Stormy in both Stratus & Cumulus windows. Start playing with the sliders as Dave described. The second part of that tutorial uses spheres ( or Volume slabs ) with a volume material applied to them. Those can be edited in the material lab. Hope this helps you.

Please welcome Mandy back with another fantastic tutorial! Last year Emily shared how she mashed the Sandbridge skirt and Bryce Cargo Pants to make jeans, and now Mandy is sharing another tutorial to draft a jeans yoke just using pieces from the Bryces. I love the different options depending on how comfortable you are with hacking and mashing patterns and drafting small pieces. Once you find a great fitting pair of pants, you can use the pattern for anything!

At this point, I made a very quick muslin, to see how the yokelooked (and because I was really excited). I discovered that my yoke was too big for my liking (it came down toofar on my bum). So I took a little offthe bottom of the yoke, and added that same amount (I think it was about a halfinch) to the Back piece (Fig. 4). Inorder to figure out this amount, I roughly measured the yoke from some RTWjeans. Then I muslined again, just cutting out the back pieces and the yokes,and resewing to front pieces. Workedlike a hot dang.

If you are new to animation or if you are a Bryce novice, I suggest you work through the tutorial from start to finish. Use the examples given in order to gain a good understanding of the concepts before embarking on your own project. If you are a more experienced user, you may just want to look at the FastTrack section below and then have a go on your own. You can always refer to specific steps in the main tutorial if you get stuck. The tutorial should be easy to follow but it is quite long and you should give yourself enough time to get through it at your own pace. Don't rush it.

OK, so what is keyframe animation? Well, keyframe animation is a technique that works a little like storyboarding (a comic strip series of images illustrating a sequence of events). It enables us to choreograph and build an animation by arranging objects and taking snapshots of them at key moments during a sequence of movement or change. These key moments or keyframes become the fixed points in time through which the animation passes. Animation between these keyframes is calculated by the application, in this case by Bryce.

Above are three pictures of the same scene. The only difference is that the ball is shown in a different location in each scene. If we decide to make each ball position a keyframe within an animation of the scene and allow 1 second of time between keyframes, the resulting animation might look something like the one shown below.

Although we have only specified the position of the ball in the 3 keyframes, Bryce has calculated the ball position in all of the intermediate frames. As a result, the whole animation is generated from a relatively small amount of information and (more importantly) with relatively little effort.

This all sounds pretty impressive but there is more. Not only does Bryce calculate the position of the ball in all the intermediate frames, but it does so on the basis of a splined trajectory. In other words, the ball does not simply move in a straight line from one keyframe position to the next. Bryce calculates a smooth curved trajectory which results in smooth and natural looking movement during the animation. The illustration on the right shows this. The three ball positions are shown and through those points is drawn the curved path or trajectory. (Actually, the word "path" is used to describe something specific in Bryce so we'll use the word "trajectory" to describe the keyframed motion of an object in Bryce space.) In fact, Bryce even allows us to control how trajectories are fitted through the keyframe points and the points themselves (known as Trajectory Handles) can be moved to fine tune the movement. We'll cover all of this later in the tutorial.

Keyframe animation is a very powerful tool. It enables us to create complex animations with ease. Also, since Bryce allows us to animate almost anything, keyframing can be used to show changes in object geometry and changes in colour as well as movement. The animation above shows a ball moving in a curved trajectory, being stretched and changing from gold to green. All this is achieved by specifying just three keyframes.

It's worth mentioning here that although we will be exploring keyframe animation using Bryce, the basic concepts and processes are common to almost all 3D applications capable of animation. So, having mastered keyframe techniques with Bryce, you will subsequently find it easier getting to grips with even more complex applications such as VIZ, MAX or Maya.

Before we start on the nitty gritty detail of which buttons to press, it's worth just taking a step or two back to consider why you might want to create an animation and how you might go about planning it.

There are usually two reasons why you might want an animation. Either you are involved with the latest blockbuster movie at Pixar or you are a designer trying to convey some point of information. I will assume that you are the latter. Design is all about communication and animation enables us to communicate quite a lot of information about our design intentions in a very succinct way. Always try to communicate your design ideas in a clear and concise way. Animation could be just the right thing but always consider other alternatives before committing yourself. After all, some alternatives are a lot simpler.

Once you have decided that animation is the way to go, there are a number of processes you must go through in order to complete the project. Broadly speaking there are 7 processes involved. Only 3 of which are covered in detail in this tutorial. The 7 processes are:

Creating successful animations takes a lot of careful planning. It's not really a good idea to start doodling in Bryce until something interesting happens. Think about your animation, what will happen and how long it will take. Make a quick storyboard sketch and then set to work with Bryce.

OK, let's assume you've had your inspiration, you've sketched your storyboard and you've constructed the scene. Exactly how do you go about creating a short and simple animation in Bryce using Keyframing? Well, the whole process can be completed in 12 simple steps. Follow the sequence starting in the next section to find out how it's done. Those of you familiar with animation in Bryce might just want to look at this FastTrack section as a quick reminder. For those of you unfamiliar with Bryce, this section gives a good overview of the whole process.

During this tutorial, we will create a short animation similar to the one at the top of this page. We will use a single sphere and animate it using just 3 keyframes over a period of 2 seconds. Keep it simple to start with so that you can easily understand what is going on. Once you have completed this tutorial, you can experiment with more complex scenarios.

Check that you can see the Time Palette at the bottom of the screen. You should be able to see a small Key icon with a plus sign to the left and a minus sign to the right. If you do not see this, you are looking at the Selection Palette. Toggle to the Time Palette by clicking the Time/Selection Palette Toggle button in the bottom right hand corner of the screen.

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