The Menu Bar is located at the top of the Bryce Working Window. In versions 5 and 5.5, this menu was hidden until you moved the mouse over the top of the window. Bryce 6 now has the menu fully visible at all times as previous versions to 5 had.
Click on the links below to learn more about each menu:
The Bryce interface can be customized to better suit your personal workflow. If you want to, you can tear apart the interface and reposition any palette, or you can choose to hide the entire interface and leave only the working window visible.
Bryce uses a series of palettes to manage tools and controls: the Create Palette, Edit Palette, Sky & Fog Palette, Advanced Display Palette, Selection Palette, and Animation Controls. These palettes let you create objects, edit objects, create skies and fog, control the display of your scene, select objects, and animate objects. Refer to “The Palettes” for more on using the different palettes.
Beside the title of each of the three tool palettes (the Create palette, Edit palette, and Sky & Fog palette) is a small triangle that opens the different Preset Libraries available in Bryce. Refer to “Preset Libraries” for more on Preset Libraries.
Click on the links below to learn more about each palette:
Bryce contains several preset libraries where you can store objects, materials, skies, terrain brushes, and textures. The next several pages show how to add and delete presets, set up the preview, add and delete categories, and add presets to your scenes.
New in Bryce 6 are the following for preset libraries:
Click on the links below to learn more about each library type:
Bryce has several laboratories and editors that let you do everything from creating terrains to editing the speed of animations. Each editor is like a separate room in Bryce. When active, the lab/editor takes over the interface, completely replacing the Working window (except for the torus and mesh editors).
Click on the links below to learn more about each laboratory & editor:
Bryce includes DAZ|Studio (DS) as a plug-in. DS is a complete virtual photo studio where you can create scenes by adding and positioning figures, clothing, props, materials, lights, and more. Once you create one or more objects in your DS scene, exiting DS automatically brings these objects into Bryce, where you can work with them just as you would any other Bryce object. With Bryce 6, you can also import animations from DS. In addition, you can export objects from DS with specific settings for Bryce imports.
Poser from e-frontiers also provides the ability to export OBJ files and Poser 6 SR2 implemented the ability to add transparency map information into the MTL file, however, the transparency maps don't import into Bryce because the MTL file uses “map_d” while Bryce needs “map_D.” Changing the “map_d” to “map_D” allows Bryce to import the transmaps correctly. You'll still need to locate the textures, but the transmaps will not have to be added manually.
One caveat when setting materials in DS or Poser, if the diffusion value is too low, Bryce will also have a low diffusion value and the object will look black. To prevent this, set the diffusion in DS/Poser to 1 prior to exporting, otherwise, you'll have to update each mesh piece separately in Bryce.
Click on the links below to learn more about importing static objects from DAZ Studio and Poser, and animations from DAZ Studio:
Objects are the building blocks of your Bryce world. They can be used as props, to populate a scene, or to add detail to landscapes.
An object is the most basic item in Bryce. Objects can be anything from terrains to pebbles. In Bryce, there are several ways of creating objects. Some objects use unique editors; others can be created by a simple one-step click.
There are two main tools for creating objects. The Create Palette, which contains tools for creating objects with a single click, and the Preset Objects Library, which contains pre-made objects you can add to your scene.
In a scene, the arrangement of objects is as important as their form. You can design beautiful landscapes, or build complex models, but if they're the wrong size or in the wrong position, they won't look right in the scene. To get the right look, you'll need to position or rotate the objects to make sure they are in the right places within the scene, or you may need to resize an object so that it is in proportion to the rest of the objects. These kinds of operations are called transformations.
Bryce supports three basic types of transformations: size, position, and rotation. The tools in the Edit palette let you interactively perform these operations on any object in your scene. As well, the Object Attributes dialog lets you transform objects numerically for greater precision.
As you arrange objects, you'll probably need to create some kind of object hierarchy. An object hierarchy lets you create a structure in your scene that organizes objects according to their spatial or logical relationships. The structure can make arranging objects much easier and faster.
You can create an object hierarchy by grouping and linking objects. The following sections describe how to use the transformation tools and the Object Attributes dialog to resize, reposition, rotate, align, and randomize objects. It also describes how to create object hierarchies.
See the following topics for more on working with objects: