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Table Of Contents

SECTION 1
Chapter 1: Welcome to Bryce
DAZ SUPPORT AND SERVICES
TECHNICAL SUPPORT
CUSTOMER SERVICE
Chapter 2: Installing Bryce
TO INSTALL BRYCE FOR WINDOWS®
TO UNINSTALL BRYCE FOR WINDOWS
TO INSTALL BRYCE FOR MACINTOSH®
TO UNINSTALL BRYCE FOR MACINTOSH
REGISTERING DAZ PRODUCTS
Chapter 3: What is Bryce?
WHAT’S NEW IN BRYCE
...AND MUCH MORE
ABOUT YOUR USER MANUAL
CONVENTIONS
BRYCE TERMS
Chapter 4: Exploring the Work Area
THE BRYCE WINDOW
THE WORKING WINDOW
NANO-PREVIEW
VIEW CONTROL
CAMERA CONTROLS
RENDER CONTROLS
TEXT DISPLAY AREA
THE PALETTES
THE CREATE PALETTE
THE EDIT PALETTE
THE SKY & FOG PALETTE
ADVANCED DISPLAY PALETTE
SELECTION PALETTE
THE ANIMATION CONTROLS
DISPLAYING/HIDING PALETTES
DISPLAYING SUBMENUS AND POP-UP DIALOGS
THE MENU BAR
THE EDITORS
THE TERRAIN EDITOR
THE MATERIALS LAB
THE ADVANCED MOTION LAB
ADJUSTING EDITOR SETTINGS
THE BRYCE PRESET LIBRARIES
SECTION 2
Chapter 5: Working with documents
CREATING AN EMPTY SCENE
OPENING AN EXISTING FILE
MERGING SCENES
Chapter 6: Using the basic features of Bryce
WORKING IN A SCENE
DISPLAYING YOUR SCENE
USING THE NANO-PREVIEW
USING THE VIEW CONTROL
ORTHOGONALITY AND VIEWS
ZOOMING IN AND OUT
PANNING
CHANGING OBJECT DISPLAY
USING FLY-AROUND VIEW
POSITIONING THE CAMERA
USING THE MOVIE PREVIEW
THE MARKER PEN
SAVING AND CLOSING
SAVING FILES
CLOSING
SETTING APPLICATION PREFERENCES
SETTING UP THE BRYCE WINDOW
SETTING UP THE WORKING WINDOW
Chapter 7: Customizing Bryce
SECTION 3
Chapter 8: Getting Started
LESSON 1: CREATING A DOCUMENT
LESSON 2: POSITIONING THE CAMERA
Chapter 9: Arranging Objects in the Scene
LESSON 3: ADDING AND ADJUSTING THE TERRAIN
LESSON 4: APPLYING TEXTURES
Chapter 10: Creating the Sky
LESSON 5: ADDING A SKY PRESET
LESSON 6: ADJUSTING THE SKY
Chapter 11: Creating a Body of Water
LESSON 7: PREPARING THE LANDSCAPE
LESSON 8: CREATING THE INTERIOR OF THE LAKE
LESSON 9: FILLING THE LAKE
Chapter 12: Creating a vaulted roof
LESSON 10: CREATING A PYRAMID
LESSON 11: CONVERTING THE PYRAMID
LESSON 12: RESIZE THE SPHERE
LESSON 13: USE THE SPHERE TO CARVE OUT THE ROOF
LESSON 14: CREATING A GROUP
Chapter 13: Building the Walls
LESSON 15: MOVING THE ROOF
LESSON 16: CREATING THE WALLS
LESSON 17: ADJUSTING THE WALL SIZE
LESSON 18: DUPLICATE THE WALLS
LESSON 19: MAKE THE WALLS TALLER
LESSON 20: ADDING A DOORWAY
LESSON 21: ASSIGNING BOOLEAN PROPERTIES
Chapter 14: Group and Grow the Entire Building
LESSON 22: GROUPING THE BUILDING
LESSON 23: CHANGE YOUR VIEWPOINT OF THE SCENE
Chapter 15: Sphere on a Pedestal
LESSON 24: MERGING AN EXISTING SCENE
LESSON 25: ADJUSTING LIGHTS
Chapter 16: Pre-Production
LESSON 26: PRE VISUALIZING AND TIMING THE SEQUENCE
LESSON 27: SETTING UP THE TIMELINE FOR THE SEQUENCE
Chapter 17: Animate the Camera
LESSON 28: SETTING THE CAMERA TRAJECTORY
LESSON 29: POINTING THE CAMERA
LESSON 30: MAKING CAMERA ADJUSTMENTS
LESSON 31: SMOOTHING THE CAMERA’S TRAJECTORY
LESSON 32: TEST RENDER
Chapter 18: Fine-Tuning Your Animation
LESSON 33: CONVERTING THE TRAJECTORY TO A PATH
LESSON 34: CREATING KEYFRAMES FOR THE BEGINNING AND END OF THE PATH
LESSON 35: VELOCITY ADJUSTMENT
LESSON 36: ANOTHER TEST RENDER
FINAL COMMENTS
SECTION 4
Chapter 19: The Create Palette
Chapter 20: Primitives vs Procedural Objects
Chapter 21: Creating Primitives
DERIVATIVE PRIMITIVES
Chapter 22: Object Placement
Chapter 23: Selecting Objects
THE SELECTION PALETTE
SELECTING BY OBJECT TYPE
THE VCR CONTROLS
ADDING AND DELETING PRESET OBJECTS
IMPORTING AND EXPORTING PRESET OBJECTS
ADDING AND DELETING PRESET FOLDERS AND CATEGORIES
ALPHA CHANNELS AND PICT OBJECTS
Chapter 34: Working with Pictures
ALPHA CHANNELS
THE PICTURE LIBRARY
PREVIEWING PICTURES
PICTURE THUMBNAILS
LOADING PICTURES INTO THE LIBRARY
COPYING AND PASTING PICTURES
DELETING PICTURES
INVERTING THE ALPHA CHANNEL
PICTURE LISTS
Chapter 35: Creating Geometric Paths
Chapter 36: Adding DAZ|Studio Objects
WORKING WITH DAZ|STUDIO OBJECTS
LIVE LINK
BREAKING THE LINK
BUTTONS
OTHER TIPS
Chapter 37: Importing Objects
SECTION 5
Chapter 38: Creating Terrains
CREATING LANDSCAPES
ANIMATION AND TERRAIN EDITING
Chapter 39: The Terrain Editor Workspace
FEATURES OF THE TERRAIN EDITOR
TERRAIN CANVAS
3D PREVIEW
PAINTBRUSH CONTROLS
ANIMATION CONTROLS
Chapter 40: Using Terrain Editor Tools
STARTING A NEW TERRAIN
INVERTING TERRAINS
UNDOING OPERATIONS
ERODING TERRAINS
USING THE ZOOM AREA
ELEVATION TOOLS
FRACTAL
ERODED
PICTURE
RAISE/LOWER
SHARPENING
SMOOTHING
GAUSSIAN EDGES
SQUARE EDGES
ROUND EDGES
BASIC NOISE
SLOPE NOISE
HEIGHT NOISE
IMAGE FILTERING EFFECTS
SPIKES
MOUNDS
DAMPEN
EQUALIZE
POSTERIZE
MOSAIC
SAWTOOTH
SUBCONTOURS
BLOB MAKER
RELIEF NOISE
RAISE EDGES
SUBPLATEAUS
CROSS RIDGES
CROSS RIDGES 2
BUBBLE RIDGES
Chapter 41: Using the Paintbrush
BRUSH BEHAVIORS
MODIFYING BRUSH BEHAVIOR
FILTERING TERRAINS
HOW FILTERING WORKS
THE FILTERING TAB
BLENDING THE FILTERING GRAPH WITH THE TERRAIN CANVAS
To blend the Filtering graph with the Terrain Canvas:
Chapter 42: Using Creation Models
Chapter 43: Creating Terrains Using Pictures
THE PICTURES TAB
Chapter 44: Adding Color to Terrains
MAPPING COLOR TO YOUR TERRAIN CANVAS
Chapter 45: Clipping Terrains
Chapter 46: Saving Terrains
EXPORTING TERRAINS
FEATURES OF THE EXPORT TERRAIN LAB
PREVIEW OPTIONS
TYPES OF TESSELLATIONS
EXPORTING TO METASTREAM
HANDLING IMAGE MAPS
Chapter 47: Tips for Speeding Up the Terrain Editor on Slower Machines
FOLIAGE SETTINGS
SECTION 7
Chapter 49: Material Structure
UNDERSTANDING SURFACE MATERIAL CHANNELS
COLOR CHANNELS
VALUE CHANNELS
OPTICS CHANNELS
UNDERSTANDING VOLUME MATERIAL CHANNELS
VOLUME CHANNELS
UNDERSTANDING MATERIAL COMPONENTS
A WORD ABOUT ALPHA CHANNELS
Chapter 50: Surface Material Channels
DIFFUSION
SETTING DIFFUSION USING A TEXTURE
DIFFUSE COLOR
AMBIENCE
SETTING AMBIENCE USING A TEXTURE
AMBIENT COLOR
SETTING AMBIENT COLOR USING A TEXTURE
SPECULARITY
SETTING SPECULARITY USING A TEXTURE
SPECULAR COLOR
SETTING SPECULAR COLOR USING A TEXTURE
SPECULAR HALO
SETTING SPECULAR HALO USING A TEXTURE
METALLICITY
SETTING METALLICITY USING A TEXTURE
BUMP HEIGHT
TRANSPARENCY
SETTING TRANSPARENCY USING A TEXTURE
TRANSPARENT COLOR
SETTING TRANSPARENT COLOR USING A TEXTURE
REFRACTION
REFLECTION
SETTING REFLECTION USING A TEXTURE
Chapter 51: Volume Material Channels
VOLUME COLOR
BASE DENSITY
SETTING BASE DENSITY USING A TEXTURE
EDGE SOFTNESS
FUZZY FACTOR
QUALITY/SPEED
Chapter 52: Material Components
COLOR COMPONENTS
VALUE COMPONENTS
TEXTURE COMPONENTS
THE TEXTURE COMPONENT WINDOW
3D TEXTURES
2D TEXTURES
Chapter 53: Using the Pictures Editor
TEXTURE MAPPING MODES
PARAMETRIC
PARAMETRIC SCALED
WORLD TOP
SPHERICAL
CYLINDRICAL
REFLECTION MAP
RANDOM
OBJECT TOP
OBJECT FRONT
MAPPING MODE MODIFIERS
SYMMETRIC TILING
REPEAT TILING
SCALE PICT SIZE
CENTERED TRANSFORMS
DECAL COLORS
ALPHA SCALING
PICT INTERPOLATION
TRANSFORMING TEXTURES
SCALE
ROTATION
POSITION
EDITING TEXTURES
COMBINING COMPONENTS
Chapter 54: Shading Modes
SURFACE MATERIAL SHADING MODES
NORMAL
BLEND TRANSPARENCY
FUZZY
LIGHT
VOLUME MATERIAL SHADING MODES
FLAT SHADING
BASIC SHADING
FULL SHADING
LIGHT SENSITIVE
UNIFORM DENSITY
SKY INTEGRATION
SHADING MODE MODIFIERS
ADDITIVE
DISTANCE BLUR
RECEIVE SHADOWS
CAST SHADOWS
SELF SHADOWS
VOLUME BLEND-ALTITUDE
VOLUME BLEND-DISTANCE
Chapter 55: The Materials Lab
A QUICK TOUR OF THE MATERIALS LAB
MATERIAL PREVIEW WINDOW
THE MATERIALS GRID
TEXTURE COMPONENT WINDOWS
Chapter 56: Working in the Materials Lab
BUILDING MATERIALS
COPYING AND PASTING MATERIALS
USING THE MATERIAL PREVIEW AREA
Chapter 57: Material Presets
USING THE MATERIALS PRESETS LIBRARY
ADDING AND DELETING PRESET MATERIALS
IMPORTING AND EXPORTING PRESET MATERIALS
SPEEDING UP MATERIALS
SECTION 8
Chapter 58: Texture Structure
COMPONENTS VS. TEXTURE COMPONENTS
UNDERSTANDING COMPONENT STRUCTURE
COMPONENTS AND OUTPUT
Chapter 59: Component Output
ASSIGNING OUTPUT TYPES
COLOR OUTPUT
ALPHA OUTPUT
BUMP OUTPUT
Chapter 60: Component Elements
THE COMPONENT WINDOW
COLOR
COLOR BLENDING MODES
NONE
RED OR HUE
GREEN OR LIGHT
BLUE OR SATURATION
SPLINE INTERPOL
LINEAR INTERPOL 2
LINEAR INTERPOL 3
RANDOMIZED
EARTH MAP
BANDED
PERTURBED
INTERFERENCES
INTERPOL + INTERFERENCES
ALTITUDE
SPLINE WITH SNOW
SLOPE
ORIENT
NOISE
CREATING NOISE
NOISE DIMENSIONS
NOISE TYPE
NOISE FREQUENCY
NOISE ORIENTATION
NOISE OCTAVES
NOISE MODES
PHASE
CREATING PHASE
PHASE DIMENSIONS
PHASE NOISE TYPE
PHASE FREQUENCY
PHASE NOISE ORIENTATION
PHASE NOISE OCTAVES
PHASE NOISE MODES
FILTERING
EDITING THE FILTER
CHOOSING A FILTER
Chapter 61: Combining Components
BLEND MODES
PARALLEL
COMBINE
AVERAGE
MULTIPLY
MAXIMUM
BLEND MAXIMUM
MINIMUM
BLEND MINIMUM
SUBTRACT
BLEND V1 AND V2
BLEND SLOPE
FAST SLOPE
BLEND ALTITUDE
BLEND ORIENTATION
BLEND RANDOM
PROCEDURAL BLEND
DIFFERENCE
GLOBAL CHANGES
GLOBAL COLORS
GLOBAL NOISE
GLOBAL PHASE
GLOBAL FILTERING
Chapter 62: The Deep Texture Editor
A QUICK TOUR: THE DEEP TEXTURE EDITOR
WORKING IN THE DEEP TEXTURE EDITOR
BUILDING TEXTURES
USING DRAG AND DROP IN THE EDITOR
CHANGING COMPONENT PREVIEW
RANDOMIZING TEXTURES
UNDOING CHANGES
SAVING TEXTURES
Chapter 63: Tips for Speeding Up Textures
SECTION 9
Chapter 64: Bryce and 3D Space
WORLD SPACE
OBJECT SPACE
CAMERA SPACE
BRYCE UNITS
COORDINATE SYSTEMS
ABSOLUTE COORDINATES
DEFINITION COORDINATES
RELATIVE COORDINATES
Chapter 65: Transforming Objects
TRANSFORMATION TOOLS
RESIZE TOOL
ROTATE TOOL
REPOSITION TOOL
ALIGN TOOL
RANDOMIZE TOOL
OBJECT ORIGIN POINTS
NANO-EDIT MODE
Chapter 66: Resizing Objects
USING THE RESIZE TOOL
FLIPPING OBJECTS
NUMERICAL RESIZING
INTERACTIVE RESIZING
USING THE KEYBOARD
Chapter 67: Rotating Objects
USING THE ROTATE TOOL
NUMERICAL ROTATION
INTERACTIVE ROTATION
Chapter 68: Positioning Objects
USING THE REPOSITION TOOL
NUMERICAL REPOSITIONING
INTERACTIVE REPOSITIONING
NUDGING OBJECTS
Chapter 69: Aligning Objects
USING THE GRID
USING THE ALIGN TOOL
ANCHOR AND NON-ANCHOR BASED ALIGNING
SNAP TO OPTIONS
LANDING OBJECTS
ALIGNING NUMERICALLY
Chapter 70: Randomizing Objects
USING THE RANDOMIZE TOOL
Chapter 71: Object Hierarchies
GROUPING VS. LINKING
HIERARCHICAL STRUCTURE
VIEWING OBJECT HIERARCHIES
EXPANDING AND COLLAPSING A HIERARCHY
LINKING OBJECTS
LINKING OPTIONS
PARENT TO CHILD TRANSFORMATIONS OPTIONS
GEOMETRIC PATH LINKING OPTIONS
GROUPING OBJECTS
FAMILIES
SECTION 10
Chapter 72: Restoring Objects
Chapter 73: Editing Object Attributes
OBJECT ATTRIBUTES DIALOG
OBJECT ATTRIBUTE ICONS
OBJECT ATTRIBUTES ICON
FAMILIES ICON
LINKING ICON
TRACKING ICON
GROUP ICON
UNGROUP ICON
MATERIAL ICON
EDIT OBJECT ICON
LAND OBJECT ICON
EDITING OBJECT NAMES
EDITING BOOLEAN ATTRIBUTES
Chapter 74: Editing Display Quality Attributes
HIDDEN
LOCKED
SHOW AS BOX
SHOW ORIGIN POINT
EDITING TRANSFORMATION ATTRIBUTES
EDITING LINK ATTRIBUTES
LINKING
TRACKING
EDITING ANIMATION ATTRIBUTES
Chapter 75: Editing Toruses
Chapter 76: Editing Imported Meshes and Stones
Chapter 77: Converting Objects
SECTION 11
Chapter 78: The Sky & Fog Palette
WORKING WITH SKY LAB
WORKING WITH THE SKY & FOG PALETTE
USING THE CONTROL THUMBNAILS
SETTING PALETTE OPTIONS
SAVING SKY & FOG SETTINGS
RANDOMIZING SKIES
WORKING WITH SKY MODES
SKY MODES
SETTING SKY ATTRIBUTES
SHADOWS IN YOUR SCENE
Chapter 79: Adding Fog and Haze
BLENDING THE FOG COLOR
LOCALIZED FOG
HAZE
BLENDING THE HAZE COLOR WITH THE SUN
SETTING THE COLOR PERSPECTIVE
To set the color perspective:
Chapter 80: Clouds in Bryce
ADDING CLOUDS
CLOUD TYPES
EDITING CLOUD TEXTURES
CLOUD COVER
CLOUD HEIGHT
FREQUENCY AND AMPLITUDE
SKY DOME COLOR
LINKING CLOUDS TO THE CAMERA VIEW
USING A FIXED CLOUD PLANE
SETTING THE CLOUD MOTION
Chapter 81: Working with the Sun
POSITIONING THE SUN
DAY AND NIGHT
SUNRISE/SUNSET
LINKING THE SUN TO THE CAMERA
To link the sun to the camera:
SUN COLOR
DISABLING THE SUNLIGHT
Chapter 82: Working with the Moon
POSITIONING THE MOON
MOON PHASES
MOON BRIGHTNESS AND SHARPNESS
Chapter 83: Adding Environmental Effects
SUN/MOON RINGS
SUN/MOON HORIZON ILLUSION
RAINBOWS
VOLUMETRIC WORLD
STAR FIELDS
CUSTOMIZING STAR FIELDS
Chapter 84: Using the Preset Skies Library
ADDING AND DELETING PRESET SKIES
IMPORTING AND EXPORTING PRESET SKIES
SECTION 12
Chapter 85: Lights
VIEWING LIGHTS
VISIBLE LIGHTS
Chapter 86: Setting Up Lights
CREATING DIRECT LIGHT SOURCES
RADIAL LIGHT
SPOTLIGHT
ROUND PARALLEL LIGHT
SQUARE SPOTLIGHT
PARALLEL LIGHT
Chapter 87: Lighting Lab
LIGHT PREVIEW
LIGHT ATTRIBUTES
SHADOW AMBIENCE AND SOFTNESS
LIGHT FALLOFF
GRADIENT LIGHTS
EDITING GRADIENTS
CREATING VISIBLE LIGHTS
EDITING VISIBLE LIGHT MATERIALS
APPLYING GELS
SAVING LIGHT SETTINGS
POSITIONING LIGHTS
LINKING AND TRACKING WITH LIGHTS
ANIMATING LIGHTS
SECTION 13
Chapter 88: The View of Your Scene
DIRECTOR’S VIEW
ORTHOGONAL VIEWS
Chapter 89: Setting Up the View of Your Scene
SETTING CAMERA OBJECT PROPERTIES
SWAPPING DIRECTOR’S VIEW FOR CAMERA VIEW
Chapter 90: Positioning the View of Your Scene
CAMERA MODES
TRACKBALL MODE
CENTER TO SELECTION MODE
TRIPOD MODE
FREE CAMERA MODE
USING THE TRACKBALL
USING THE CAMERA AXES CONTROLS
X-Y CAMERA CONTROL
X-Z CAMERA CONTROL
Y-Z CAMERA CONTROL
CAMERA AXES CONTROL OPTIONS
BANKING CONTROLS
FIELD OF VIEW
POSITIONING THE CAMERA NUMERICALLY
MANUALLY POSITIONING THE CAMERA
CAMERA ORIGIN POINT
AIMING THE CAMERA
SAVING CAMERA POSITIONS
SECTION 14
RAYTRACING
Chapter 91: Rendering a Scene
USING THE RENDER CONTROLS
PLOP-RENDER MODE
SPRAY RENDERING
Chapter 92: Setting Up a Render
SETTING QUALITY MODE OPTIONS
DEFAULT (NO ANTI-ALIASING)
REGULAR (NORMAL ANTI-ALIASING)
SUPER (FINE ART ANTI-ALIASING)
PREMIUM (EFFECT ANTI-ALIASING)
DOCUMENT SIZE AND RENDER RESOLUTION
SETTING OPTIMIZATION OPTIONS
LEVELS OF OPTIMIZATION
SETTING POST-PROCESSING OPTIONS
RENDER REPORTING
PROJECTION & MASKING
PROJECTION TYPES
MASK MODES
SETTING OPTICS OPTIONS
PREVIEW RENDER MODES
FAST PREVIEW
TEXTURES ON/OFF
Chapter 93: Rendering Animations
THE RENDER ANIMATION DIALOG
RANGE TO RENDER
OUTPUT MODULE
FILE LOCATION
RENDER ON NETWORK
Chapter 94: Network Rendering
HOW NETWORK RENDERING WORKS
PREPAPRING FOR NETWORK RENDERING
MONITORING NETWORK RENDERING
Chapter 95: Batch Rendering
Chapter 96: Fast Render Strategies
Chapter 97: Patch Rendering
Chapter 98: Working with Rendered Images
SCALING YOUR IMAGE
SECTION 15
Chapter 99: The Animation Process
TIME-BASED ANIMATION
ANIMATION AND MOTION PATHS
ANIMATABLE PROPERTIES
PROPERTIES IN THE SEQUENCER
Chapter 100: Creating Animations
SETTING UP AN ANIMATION
SETTING THE FRAME RATE
Chapter 101: Animation Tools
ANIMATION CONTROLS
THE TIMELINE
WORKING WITH TIME
SETTING THE ANIMATION RANGE IN THE TIMELINE
SETTING THE CURRENT TIME FOR AN ANIMATION
TIME DOTS
SETTING UP THE WORKING AREA
SETTING TIMELINE SCALE
SCALING ANIMATION DURATION
Chapter 102: Recording Key Events
ANIMATION PREVIEW CONTROLS
PREVIEWING ANIMATIONS
USING THE ANIMATION CONTROLS
SETTING PREVIEWING OPTIONS
KEY FRAME CONTROLS
ADDING AND DELETING KEY FRAMES
ANIMATION OPTIONS
Chapter 103: Motion Paths
EDITING MOTION PATHS
MOTION PATH MODIFIERS
MOVING THE PATH
ALIGNING OBJECTS TO THE PATH
Chapter 104: The Advanced Motion Lab
HIERARCHY LIST AREA
THE SEQUENCER
EDITING PROPERTY TIMELINES IN THE SEQUENCER
TIME MAPPING CURVE EDITOR
PREVIEW AREA
HIDING AND DISPLAYING OBJECTS
SAVING PREVIEW POSITIONS
USING PRESETS
Chapter 105: Animation Features
Time Mapping Curves
TIME MAPPING CURVES
EDITING TIME MAPPING CURVES
ANIMATING TRANSFORMATIONS
ANIMATING MATERIALS
ANIMATING TERRAINS
ANIMATING SKIES
Chapter 106: Animating Techniques
TRACKING OBJECTS
Chapter 107: Animating the Camera
CAMERA MOTION AND SKIES
USING THE ORTHOGONAL VIEWS
USING DIRECTOR’S VIEW
DISPLAYING THE CAMERA’S TRAJECTORY
LINKING AND TRACKING WITH THE CAMERA
CREATING CAMERA ORBITS
Chapter 108: Animating Materials
ANIMATING MATERIAL CHANNEL VALUES
ANIMATING TEXTURE COMPONENTS
ANIMATING BETWEEN MATERIALS
To animate between materials:
PREVIEWING MATERIAL ANIMATIONS
ANIMATING SKY & FOG SETTINGS
ANIMATING CLOUDS
ANIMATING ENVIRONMENTAL EFFECTS
To animate environmental effects:
ANIMATING SUN OR MOON POSITION
To animate Sun or Moon position:
ANIMATING TERRAIN GEOMETRY
ANIMATING TERRAIN FILTERING
ANIMATING TERRAIN CLIPPING
To animate terrain clipping:
PREVIEWING TERRAIN ANIMATIONS
Chapter 109: QuickTime VR
CREATING QUICKTIME VR PANORAMAS
To create QuickTime VR panoramas:
FURTHER VR EXPLORATION
SECTION 16
Chapter 110: Working with Other Applications
IMPORTING 2D IMAGES
EXPORTING 2D IMAGES
IMPORTING AND EXPORTING 3D OBJECTS
Chapter 111: Post Production
COMPOSITING
USING COREL® PAINTER™
ADDING DEPTH
Chapter 112: Common 3D Terms
SECTION 18
Appendix 1: End User License Agreement (EULA)
Appendix 2: Other DAZ Products
DAZ|STUDIO
DAZ|MIMIC
MICHAEL
VICTORIA
ACCESSORIES
PLATINUM CLUB
A WORLD OF 3D CONTENT
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Published by: Kenneth Love on Feb 08, 2011
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