Background music is Copyright © 1996, 1997 by Michael D. Walthius. All Rights Reserved.

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he next subject discussed in the editing objects chapter is the previously mentioned preset materials dialog box. A rendered thumbnail of the image is available in the upper left hand area of the materials dialog box. The drop down menu that is accessed via the small triangle at the bottom right edge of the thumbnail offers some additional options. The drop down menu and the manual would both have you believe that the current selection might appear in this thumbnail. That is true only for Bryce primitives. I could never get any other type of object to appear in this thumbnail. Even the objects that ship with Bryce show up as a cylinder, ball, etc. The user can also pick a primitive if that is desired. An up close view is also available. The image displayed in the thumbnail may be rotated by simply clicking and dragging inside the thumbnail. The thumbnail view can be panned by clicking and dragging inside the thumbnail while holding down the spacebar. The thumbnail can be zoomed by clicking and dragging inside the thumbnail while holding down the control key. Preset libraries or individual presets may be imported and exported. Multiple individual presets within a given library may be selected by clicking on each individual preset while holding down the shift key. Materials may be added to the materials preset by selecting an object, launching the materials preset dialog box then clicking on the add button at the bottom. The add preset dialog box launches. This dialog box allows the user to give a name and description of the new preset. Presets may be deleted by selecting a preset then clicking on the delete button that is just to the right of the add button.

ext the text discusses interactive stuff. An object in Bryce may be freely positioned by simply selecting it then dragging it about. However movement can be constrained to one plane by holding down the alt key, the control key or both. Resizing can be controlled in a variety of ways. As the cursor is passed over the center of an object's faces tiny letters for the X, Y and Z axis pop up denoting a selection point for resizing. A tiny dot or control point will be found on each face. When the cursor passes over a corner a tiny icon appears denoting a selection point for resizing. If the user, for example, selects an X axis of a box then moving the mouse to the right will cause that face of the box to extrude towards the user. If the alt key is depressed both faces extrude equally. If the control key is depressed the back face extrudes away from the user. If the user holds down the shift key during any of these resizing operations the object will change size in 50% jumps. Objects may be freely resized by clicking then dragging on an object's corners. To describe this process let us assume a box object with each corner pointing to a cardinal point of the compass with the bottom of the box parallel to the ground plane. If the bottom East corner is selected and dragged the bottom of the box and the NE and SE faces all expand. If the alt key is depressed then the box expands equally in all directions. If the control key is depressed then the box may be freely rotated about all of its axis. If the shift key is depressed for any of these operations then the box will change in 50% increments. The increments would be in size if that is being changed or in degrees, which would be 45 degrees, if rotation is being performed. Holding down the control and alt key causes a number 1 icon to appear on the control points. A click will then restore the box to its original unrotated, unresized self. It will also snap to what appears to be the nearest major Bryce unit grid points.

ryce has tiny buttons that appear next to an object when it is selected. A click on the A button will provide access to the attributes dialog box. This box bears a resemblance to the 3D transformations dialog box but it is different. The adjacent image shows that the selected object is still in its original size as denoted in the previously discussed 20.48 size for all 3 axis. It has not been rotated but it has been moved by the amount described in Bryce unit offset. The user can enter numbers in any of these areas then click the check mark to accept the changes and the object will be adjusted accordingly. Notice the positive, negative and intersect buttons. The manual states that these buttons have control over objects and groups that determine whether they are positive, negative or intersect in nature. I had to go to Metatools' web site and read the FAQ to figure out how to make these options work. Basically you must predefine each object then group them and render for the desired effect to be visible. In the adjacent image I just made a ball and a box. I made the ball positive and the box negative. I then moved the box so that one face penetrated into the surface of the ball. I then grouped the 2 objects and rendered. Since the box was negative it subtracted from the ball. The appearance of the wireframe of the object changes based on whether the object is positive, negative or intersect in nature. If the locked button is selected the object will stay in that exact place and can't even be selected unless the hidden selection palette at the bottom of the interface is used. The show as box button means that the objects will appear as a box instead of their real shapes. The family attributes dialog box is accessed via the small square color swatch just beneath the A button. This is where the user can stipulate the color of an object's wireframe when the object is not selected. The area that says default family can be typed in to provide additional information. A click on the M button will launch the materials composer dialog box which will be discussed later. A click on the G button will cause multiple selected objects to be grouped. When multiple objects are grouped the G changes to a U. If the U button is clicked then the grouped objects are ungrouped. The letter E may also be seen on polyhedrons. A click on the E button will launch the previously discussed polyhedrons editing dialog box for smoothing and unsmoothing. This E button will also be present for other objects such as terrains and, if clicked, will launch the dialog box that is appropriate for editing that object. A downward pointing arrow is also present. A click on the arrow will have the same effect as the previously discussed snap to land option from the align options drop down menu. The last 7 or 8 pages of the editing objects chapter deals with a lot of keyboard control techniques.

he next chapter addresses the creation of skies. The sky and fog presets are accessed via the small triangle just to the right of the sky & fog label. The sky palette has 8 thumbnail type windows. The first 6 appear to be similar. The first thumbnail is called the sky mode thumbnail. A small drop down menu is accessed via the small triangle at the bottom right of the thumbnail. This drop down menu provides options for a soft sky, a dark sky, a custom sky or a sky with the atmosphere off. These same options may be accessed by just clicking on the thumbnail or clicking and dragging on the thumbnail. The custom sky is somewhat interesting. When this option is selected, a small color band with 3 distinct segments appears at the bottom of the thumbnail. The first segment is for solar halo color. The second segment is for setting the sky color. The last segment is for the haze shift color. Any time the user clicks in any of these 3 color bands the color bar pops up allowing the user to select from 16 million colors for that particular area.
Some very interesting skies can be custom created this way. The atmosphere off option also causes a color band to appear at the bottom of the sky mode thumbnail. Any clouds or other phenomenon in the sky disappear. The color band allows the user to select a plain sky color. The next 5 thumbnails have a color bar or swatch at their bottoms to allow the setting of color that is appropriate to their purpose. The second thumbnail deals with shadows. Clicking and dragging left to right on the thumbnail reveals a numerical read out that ranges between zero and 100 respectively. At a reading of zero there are no shadows in the thumbnail. At a reading of 100 there are maximum shadows visible in the thumbnail. The third thumbnail deals with fog. There are 2 numerical readouts that pertain to this thumbnail. Dragging in the horizontal plane controls the amount of fog. Dragging in the vertical plane controls the height of the fog. This is a very fascinating control however its power is diminished because it's so erratic in operation. When you click on the thumbnail the readouts are at zero and zero. As you drag around the readouts sometimes change in what appears to be a spontaneous manner. Returning the cursor to its point of origin does not return the readouts to their original zero zero points. The edit/undo drop menu must be activated for that to occur. As the user drags around the thumbnail image changes to reflect the amount and elevation of the fog. The fourth thumbnail is for haze. Dragging horizontally will change the amount of haze. There is a numerical readout that changes from zero to 100 as the user drags from left to right respectively. A setting of zero equates to no haze. A setting of 100 provides maximum haze. The thumbnail changes accordingly as the dragging occurs. The fifth thumbnail deals with cloud height. The color swatch is for sky dome color. The numeric readout goes from zero at the extreme left for very low clouds to 100 at the extreme right for very high clouds. The sixth thumbnail is for cloud cover. The color swatch is for cumulus color. The numeric readout goes from zero at the extreme left for very few additional clouds to 100 at the extreme right for many clouds.

he seventh thumbnail is very different from all the others. Its purpose is to control the frequency and amplitude of the clouds. The user can drag horizontally from zero to 200 and vertically from -500 to +500. The horizontal plane controls the cloud frequency. A setting of zero means essentially no clouds and a flat line in the thumbnail. A setting of 200 gives lots of spikes in the thumbnail and plenty of clouds. The vertical plane controls cloud amplitude. It can have a negative or positive numerical reading. This means that an inversion is possible. Let us assume for a moment that at a given positive setting there are a certain amount of clouds and clear sky. A negative of the same numerical value would mean that there are now clouds where clear sky was before and vice versa. The last thumbnail to be discussed is the large round one at the extreme right. This is the sun control. The sun's position can be quickly and easily set by dragging on this thumbnail. When the bright area is at the very top, the sun is actually on the far horizon. When it is in the middle it is then overhead. When the bright spot is at the bottom, the sun is behind the viewer. The small square below and left of the sun control thumbnail is the control for the sun's color. A click on this square will launch the color swatch from which any one of 16 million colors may be selected. The small circle above and left of the sun control thumbnail is for selecting day or night. A click on this small circle will change it to a crescent moon and the nano preview thumbnail at the upper left of the interface will change accordingly. Immediately to the left of the sun/moon control is a series of 7 small dots that climb upward in an arc from the seventh thumbnail. These dots are for randomizing the sky. Clicking on these dots will create a wide variety of various skies. To the right of the sun control thumbnail are 6 memory dots. A click on the top one will always return the sky to the original state it was in when Bryce was launched. As the user works more and more on a particular sky it may be desirable to save the sky at various stages of the development. A click on one of these memory dots will save the sky parameters so that they may be instantly recalled. Immediately below the memory dots is a drop down menu that is accessed via the small triangle. The auto update selection means that anytime any change is performed the image will immediately be rerendering the scene. The link sun to view option causes the sun to stay in the same view if the camera is rotated about. This would be an unrealistic circumstance however it can be valuable under some situations. Stratus and cumulus clouds may be turned on or off with this drop down menu. The reset sky option is the same as clicking on the upper most memory dot. The edit sky fog option launches the sky & fog dialog box. The sun's position may be numerically set. The manual provides directions for doing so. The range in the X, Y and Z boxes is from -99 to +99. The shadow intensity may be set in the shadow window. The range is from 0% to 100%. The fog intensity, fog height, haze intensity and clouds intensity may be set from 0% to 100%. The edit cumulus and edit stratus launches the edit texture dialog box which will be discussed later. Any skies the user creates may be added to the previously discussed preset skies dialog box.

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All pages copyright© Roger A. Moncrief, Indepth Reviews, 1997
Thanks to Judy Gefter, !LuM! and Charles Blaquiere for their advice and counsel, some I heeded and some I didn't.