Program:
Bryce - Version .01 and Up


Scene Creation: Make a moonlit Panorama

March 2005 by: Pinhead - Paul Pappathan
Level: Beginner
Part 3
Adding Terrain

These are simply suggestions. I'm not overly picky about terrains and throw them around wherever I think they look right. In this scene you don't need highly detailed terrains. It's the shape made that's most important.
This is not going to be an in depth review of the terrain editor.


On the Top Bryce Toolbar select Create, then click the little terrain icon.

A randomly generated terrain will be fine.
But the resolution should be increased so whatever mat is used doesn't look like mud.
Because you are using Camera view the terrain will drop into the scene at front center.


OK, the terrain needs better resolution.
Resolution in this case refers to the surface quality of the terrain grid (mesh polygon detail).
The higher the detail the heavier the file weight.
Note, the higher the resolution the better the terrain surface will look, especially when close to the camera.
I want you to know where to change it for future use if you get a real s$#%@^^! lookin terrain when working close to the front of a scene or zoom in with a camera.
Click [E] to enter the Terrain Editor.



Terrain Editor


Click the word Grid.
Select 512.
This is medium resolution and good enough for the scene requirements.
If working with a scene that features terrains close up don't hesitate to use 1024 or 2048 for front terrains.
We're going to stretch, mangle and mutilate this terrain so no need to go for overkill.

Click Basic Noise a few times.
Hit the blue bead next to Eroded (NOT ERODE).
Click Smoothing once.

Exit the Terrain Editor



Terrain Material


 
Whatever material is on it probably needs to be changed. Click [M] to go to the Mat Lab then go to the Presets as I explained ealier...you do remember don't you? No? hahahahaha...ah geez I feel soooo bad.



Material Preset - I've been to New Mexico and never fell off a cliff that looked like this!
Select New Mexico Cliffs.
If the base color is changed it will do fine as a substitute for costal rock.
Apply and Exit the Preset Library and return to...




The Material Lab

Remember this place? Eh? Eh??

 
Change the primary Diffuse Material Color
Just click in the Diffuse selector at the top of the list.
Change it to a dark blue - Alt+Click in the ellipse and select the HLS palette that opens and reduce Saturation.
 



Size, Scale and Position

Use the Edit controls to move the terrain back into the scene,
Increase scale to make if BIG...rotate\resize to get a profile you like. Stretch\squash it on X and Z.
Try to keep the terrain top below or right on the horizon area. You want the terrain tops highlighted by the horizon.

Ctrl+D to Duplicate the terrain if you feel your scene needs to be broken up further.


You are here - hopefully

Don't try to copy anything exactly - do it your own way and make it yours alone.
Nature is chaos so why should you be overly concerned with placement of rocks and such?
Simply put stuff where it looks right to you.
Above you can see the main components that make up this scene. Lights will be added in a bit.
Add a foreground if you like, cliffs on the side, trees, rocks, a ship sailing over the end of the Earth..
The only critic that counts is you.
As they say everybody hates a cynic hahahahahahhaahaa....hey, I screwed that cliche up ; )



Sanity Check 3

You can see here how much of the terrains are under water. I lowered the clouds to create a misty effect.
The shadow\light and highlights on the rocks open up and help balance the scene (how traditional...geez).
The lights may need adjustment to fix that double shadow at mid-left. I like it as is. If there was a lower rock in front (which there is) the shadow would appear slightly less intense at that edge.
Sanity check file 3 - download here.



Lighting


Create 6 Radial Lights..
All lights are plain old default Linear of varying brightness.

The lighting is nothing fancy.
Traditional key\highlighting wont work on a landscape so you have to fake it ; )
 


 
Six lights were used. 1 to simulate the distant moon - shadows on, 2 for far right side highlight, 3 positioned front as key light casting shadows, 4 is overhead as scene fill, 5 as mid right highlight and 6 as left side highlight.
Lights 2, 4, 5 & 6 have shadows disabled.


Bryce 4 - Editing Lights

To disable shadows in Bryce 4: select a light, click Edit and check Disable Cast Shadows.
The moon and overhead light are more distant than they appear in the screenshot above.
See the Bryce file in the zip for distance and Intensity reference.



Bryce 5


In Bryce 5 take the same route. Select a light > Click Edit and click Cast Shadows to turn on or off.
Intensity is simply how bright the light is. I used about 200 for the moon and overhead fill.
Bryce 5 has Shadow Ambience (how light the shadows are to be quasi-oxymoronic).
This can help keep shadowed areas from becoming completely black and allows detail to show.
The settings above were used on the front key light # 3.
The light colors I used were light gray and light pastel blues.



Example result


Render 'Suggestions'

You must do what I tell ya or Uncle 'No-Neck' Nunzio will be stopping by to play some Mystic River baseball wit youse head and kneeecapz...


1. Never, Never, Never, EVER save your final render as Jpeg.
Save your image as PSD, BMP, PICT, TIF.
Anything but JPEG.
Why? If you save as jpeg you've already lost details. If you resize to post on the web you will lose more details.
In plain anglais - JPEG SUX. But if you have a high quality 24 bit image to start with you can minimize the loss.

2. Render your final image at least Twice the size you plan to post at.
If you only do screen renders this is especially important - you are starting with a 72dpi resolution and nothing can fix that. But re sampling a large image down make pixels appear crisper and color more vivid.
For example, render this scene at 1280 wide if you want to post a 640 x 240 result.
I strongly recommend you File > Render to Disk any final image with the dpi set to at least 96dpi.
This is the current monitor resolution and the only way to increase resolution for print is found in the Render to Disk dialog.
A large image also makes retouching and post work much easier.
If you Render Big to Make small your life will improve in every respect. Trust me.

3. Do not use Bryce's Gamma Correction.
It kills most everything it gets near - it's worse than Kryptonite ; )
Use a photo edit or paint program to adjust your gamma, brightness and contrast. Bryce has absolutely no flexibility in this area. Why they put it in the program is a mystery for the ages.

4. Speed up renders by using 'common' sense.

  a. Defrag your system - if you do CG daily, defrag when your done. This does not harm your hard drive contrary to some stupid urbano-computer myths I've seen floating around.

 b. Multitasking and rendering do not mix by nature. Do you enjoy waiting while nothing happens?
Do you like 'unexpected error - terminating program now' messages after you've put a week of work into your scene?
I've watched people try to render while having MS Office, Mail, Browser,IM, firewall, anti-virus, 20+ background tasks, paint app and games running. If you're serious..shut down, reboot and disable as many unnecessary tasks as possible before starting a render,

 c. Get a good temp file cleaner: at CCleaner.com

 d. Get Code Stuff Starter,
 A startup-process manager to show what's slowing your system down.

 Main site at http://members.lycos.co.uk/codestuff/

The End - for the time being.

Page 1 | Page 2

Thank you for taking the time to view this - I hope it helped in some way.
Pinhead - March 2005

Some more of my idiocy here. . .