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

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he next chapter addresses camera and render controls. The first few pages of this chapter deal with definition of terms, describes how raytracing works, etc. Much of what this chapter deals with is on the left hand side of the interface. The nano preview is the thumbnail at the top left side. It provides a small rendered preview of the scene the user is working on. Several options are available via the drop down menu which is accessed by clicking on the small triangle at the lower right corner of the nano preview thumbnail. The options are pretty much self explanatory. Just to the left of the nano preview thumbnail is 8 memory dots. These are for saving a particular view. The top dot is always the default view. The icon just below the nano preview thumbnail is for view selection. The view desired may be selected by clicking on this icon which sequences through the views available, clicking and dragging or by hitting a number on the key board. Top, bottom, front, back, left, right and camera views are available. The small white circle just to the right of the view selection icon will cause the view to spin slowly around when clicked. This is called fly around. The view may be rotated in the vertical plane by moving the mouse up and down. Holding down on the control then moving the mouse will cause the view to zoom in and out. A mouse click will stop the fly around and restore the view to its original spot. The spacebar will pause and restart the flyaround. The enter key will stop the fly around at the location it is at when the key is struck. The set of 3 icons just below the view selection icon are for camera placement control. I was surprised to find what appears to be quite a bit of redundancy here. The left/right arrows on the arrow pair lying down control the X axis. The left/right arrows on the arrow pair on the right provide identical control of the X axis. All the user has to do is click and drag on any of 4 arrow heads to move the camera about in the X axis. The same situation exists for the Y and Z axis. When the blue/green button shaped object at each arrow intersection is clicked and dragged the camera moves in 2 axis. A drop down menu may be accessed via the small triangle just to the right of the camera placement icon set. The options available are pretty much self explanatory. The bottom option for editing the camera launches the camera edit dialog box. The camera edit dialog box may also be launched by double clicking any of the camera placement arrows or by double clicking the trackball. The offset boxes are for Bryce units. The rotate boxes are self explanatory. Field of view and scale are self explanatory. The best way to understand the values in these boxes is to change them then observe the results. Below and to the left of the camera placement icon set is a small button. Clicking and dragging left and right on this button will cause the view to bank around as if you are in an airplane. To the right of the banking control button is another button. This button is the field of view button. Clicking and dragging left and right in this button will cause the view to zoom in and out. It appears as if the camera is moving closer and farther away however what is actually happening is the camera lens is going from wide angle to telephoto.

mmediately below the camera placement icon set is the camera trackball. The camera trackball allows the user to freely rotate the camera about the scene and view any part of the scene from any angle. Holding down the control and alt keys constrains the camera's motion to the X axis. Holding down the alt key constrains movement to the Y axis. To the right of the camera trackball and even with its bottom edge is a drop down menu that is accessed via the small triangle. The trackball selection on this drop down is the default. The center to selection option is inappropriately named. It should be called rotate around selected object since that is what occurs. The center to selection option centers nothing. The selected object stays in its place even out to the edge of the view or beyond. The tripod option causes the camera to remain in a fixed location. In this mode the camera trackball controls the camera as if it was on a tripod. Below the camera trackball are 5 small balls that are used for rendering control. The ball on the left will turn the textures on or off. The second ball selects a fast preview mode. The large middle ball is clicked to start the rendering process.
The fourth ball is to resume rendering in case it has been paused by clicking anywhere in the interface during the rendering process. The fifth ball will clear the rendering that has transpired and start rendering again from the beginning. Bryce can also do area rendering. They call it plop rendering. All that is required is to start a render then click anywhere on the interface to pause the rendering process. When the rendering process is paused the cursor appears as a crosshair when it is placed over the partially rendered image. A marquee may be dragged over the image to select an area for rendering. When this is done 2 balls appear at the upper left of the selected area. The larger upper ball works exactly like the previously discussed fifth ball. All the rendering that has taken place is cleared and the rendering begins anew but only for the selected area. The smaller ball just below the larger one resumes the rendering process for the selected area and thus works like the fourth previously discussed ball. There is a 2 choice drop down menu available via the small triangle just below the 2 balls. The first choice is to zoom to the selection. This causes a zooming effect on the selected area. The second choice is to hide the selection. This choice causes the selection marquee area to be hidden. In this case the 2 balls and the triangle disappear. Rendering in this situation must be handled by either the fourth or fifth ball. The image instantly reverts to wireframe anytime the camera trackball is adjusted. Just to the right and slightly below the 5 rendering balls is the options drop down menu which is accessible via the small triangle. The first 3 antialiasing options are self explanatory. I couldn't find anything in the manual or help files about spatial optimization. The report render time option causes the render report dialog box to appear after rendering an image. This dialog box provides quite a bit of rendering information. The perspective render option is the default. The 360 degree panorama provides an image that is for usage with Apple Quicktime VR. The mask render causes the selected object to be rendered in black and everything else in white. The distance render option provides a grayscale image with close images darker and farther images lighter. The manual describes a process using Photoshop and a perspective render then using a distance render in conjunction with red and blue 3D glasses to achieve depth. I followed the procedures but I didn't see any depth of field with my red and blue 3D glasses. The manual also has procedures for bringing both a perspective and distance render into Photoshop then placing the distance render into the alpha channel of the perspective render. A Gaussian blur is performed and the image is supposed to achieve a photographic type depth of field effect. I didn't see that either but maybe I did something wrong. The altitude render option renders objects lighter in gray the higher they are. The plane and terrain are darker since they are normally lower in altitude. There is a brief paragraph describing accelerated raytesting but there is no option for anything like that on the options drop down menu. The last 6 options available on the option drop down menu concern various document resolutions and are self explanatory. A double click on the large render ball will call up the document setup dialog box. This dialog box can also be activated via the file drop down menu. A huge variety of preset aspects and resolutions are available. Document resolutions may be manually entered. Aspect ratios are constrained or not. The last few pages of the camera and render control chapter has several tips for camera stuff and rendering stuff. Apparently Bryce can perform batch rendering if the user desires. I did not verify this.

he next chapter addresses hidden palettes. The hidden palettes appear only when the cursor is passed over them. At the bottom of the interface is a hidden palette devoted to object selection. The adjacent image shows what the hidden selection palette looks like when the cursor is passed over it. Notice the icons look pretty much like the icons in the create palette. The first icon, which bears some resemblance to a ground plane, will select all the water, cloud and ground planes when clicked. A click on the sphere icon will select all sphere like objects including ellipsoids and squashed spheres. A click on the cylinder icon will select all cylinder like objects including tuboid, squashed and stretched cylinders. This also applies for all cube like objects, pyramid like objects and cone like objects. The icon after all the light icons that looks like 2 toruses looped together is the group selection icon.. This icon is for selecting all objects that are grouped. The next icon to the right of the group selection icon is the family selection icon. Recall that Bryce has the feature to assign different colors to the wireframe images. The is done by selecting a color family after clicking on the small color swatch button that appears below the attributes icon (A) and above the materials icon (M). These are the button like icons that appear next to a selected object. Each color has a family number associated with it. Therefore the user could, for example, assign different color families to each type of spherical object, cylinder object, etc. and then select them via this menu rather than be faced with the perhaps undesirable choice of selecting every particular object type in the image by using the selection icons. There appears to be an error in the manual which states "the menu text is colored so you can select by color". None of the text on my menu was of any color other than black. Next to the family selection icon is a pop up menu which is accessed via the small triangle. This menu allows the selection of polyhedrons. It also allows the user to inverse the selection and select all of the objects. The last option is the alternate VCR mode. In order to understand the alternate VCR mode, one must first understand the VCR mode. The VCR controls are just to the right of the pop up menu and look similar to VCR controls. Clicking on the larger arrows allows the user's selection to step forward and backwards through the objects. The smaller arrows step to each object type that has been stepped to with the larger arrow. For example, if the user stepped to a cylinder with a large arrow, the user could then use a small arrow to step to any squashed cylinder, stretched cylinder or tuboid that might be in the scene. If the user steps the selection through the scene and selects a group of objects then the small arrows will step only to groups. The alternate VCR mode allows the user to step through the scene and hit every object in a sequence. The smaller arrows will now deal with the selection of families. The round button in the middle between the arrows is the solo button. When this button is clicked all the objects are hidden except for whatever is selected. The alternate VCR mode has no effect on it.

he next hidden menu to be discussed is the display menu which is on the right side of the interface. The top icon is for a marker pen. This allows the user to write anywhere on the interface or image with a red pen. The writing disappears when the pen is clicked again. I discovered that a right button mouse click on this icon allows the user to specify different colors and pen widths from a palette at the top of the interface. The next icon toggles the interface to maximum or minimum size. The next icon launches a pop up menu that allows the user to choose from a variety of backgrounds, colors, etc. The color selection launches the colors dialog box. This dialog box provides access to RGB, HSV, HLS and CMY color palettes. Numerical values may also be entered in the little boxes on the left end of this dialog box to achieve any color the user may wish. The next icon down is for the nano editor. The icon is on as indicated by a red dot. The window appears above the camera trackball when rotating a scene. The nano edit window is also available on a temporary basis when holding down the spacebar and the alt key and moving an object. Then the small window appears above the object. The next icon is the plop render icon. Metatools refers to the area render feature as plop render. This icon will turn on or turn off the plop render feature. The next icon is for depth cueing which is what gives wireframe objects in Bryce their appearance of depth. Wireframe objects appear lighter in color if they are farther away. I found this effect very subtle and barely noticeable. The user can drag up and down on this icon to make all the wireframe objects lighter or darker in color. A control click on this icon will turn off anti aliasing which is very noticeable. Everything gets jaggy. The next icon will turn the wireframe shadows on or off when clicked. The next icon will turn the underground wireframe on or off when clicked. When they are off the user can see any objects that may be underground. The next icon activates a pop up menu that controls wireframe resolution. The motion option has 9 settings from 8 to 64. This controls the resolution of the object's wireframe when it is being moved about. Static has 4 settings from 16 to 128. This controls the resolution of the wireframe objects when they are not moving. Selected also has 4 settings from 16 to 128 and controls the resolution of the wireframe object when it is selected. The next 2 icons are for zooming in and out. The icon that looks like a hand is for panning. It is dragged on to control panning. You may recall that panning could be specified numerically in the previously discussed camera and 2D projection dialog box which was activated by double clicking the camera trackball. The last icon is the display mode icon. Clicking on this icon will toggle the user through 3 display modes. The first is the standard wireframe display. The second mode is the wireframe /bitmap display mode. See the adjacent image. This mode will allow the user to edit the wireframe objects after an image is rendered while retaining the rendered image. The third mode is the rendered mode which you are automatically taken to anytime an image is rendered.

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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.