Brycetech: Inside Bryce

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There are many ways to make an interior of a building.   After personally making many different ones in Bryce, I believe the easiest way is to make the walls with a grayscale image on a terrain.  This tutorial will show you how to make an interior of a room in Bryce and will give you an idea of how to make it look better than many others.   You will be shown a way of protecting your efforts from the "object not found" error by merging many individual files into your final room.  This appears to be fixed in Bryce 4.0.1. This will not only protect you from the "object not found" error, but will give you better results because each model in your room will be made separately, which will allow you to give the best detail without distractions from other elements in your scene.


Start the walls

Create a grayscale of your room's walls from the top view of the room.  You may find it extremely useful to draw a floor plan before you begin.  I created this grayscale in Corel PhotoPaint. I wanted my room to be 12 ft wide, 16 ft long, and 10 ft high.  Create a 1024 x 1024 pixel grayscale as indicated.

Don't forget to apply naming rules to your objects.  It makes it tons easier to locate and fix a problem later if one should arise.

The terrain editor is not just for making mountains and hills.

Resize the terrain to make the room the desired size. Very quickly apply a texture to the walls and change the frequency of the material to be realistic.  A tile is approximately 4 inches square, that means each wall would be ~30 tiles high.  This gives a nice tile wall.

One of the HUGE things to remember when doing interior scenes is scaling.  People are used to seeing the interior of buildings, and they will recognize objects and associate a size with that object.  Don't forget this when making your interior scene.

After clipping the bottom of the terrain, apply a cube in the place of the floor.  Now you can apply a material to this cube and change the frequency so that it differs from the wall tiles.

I also applied elongated cubes at each corner of the wall that extends outwards to represent bullnose tile.

Clipping reminder
Keep in mind what other things you see in most rooms.  For instance, how many rooms do not have some kind of base board (or some other decoration) at the junction of the walls and the floor?  Not many, and surely none that have that over extravagant look which make people look twice.
To make the border around the edges, I created a terrain and applied a grayscale image to it.   This was then resized and placed accordingly.  After duplicating several times and positioning at the base of the wall, a nice base board was made.

Be sure to render several quick previews to make sure your base board is in the correct position.  Finding out later that you have a gap somewhere is quite a pain.

 


Make the walls more detailed

After you have added your baseboard, you now have objects that you can use to make even more detail!  Select all of your baseboards and duplicate them.  Raise the duplicates by dragging the reposition tool to a position slightly less then half of the wall height. Now you can change them to some other object or even put a different grayscale as the basis of a really detailed object. This will create a nice wall divider.  Next duplicate and resize your wall terrain so that the bottom intersects with the new wall divider.  Then place the second wall terrain at the top of the divider.  This allows you to put two different materials on the wall which makes it far more interesting than just a boring one tone wall.

Here there are two different wall terrains, one at  the bottom and one at the top which allowed for the two different materials applied above and below the wall divider. Add slight bump mapping to your wall to give it a more interesting look.  If you leave it flat, it will appear "plastic" and uninteresting.

Once again, duplicate the baseboards and raise the duplicates to where the roof would intersect with the objects.  The roof is not there yet but this will give you an idea of what you will have later.

Remember, you sculpt a room just like you would any other model in Bryce.  Don't cut corners.  Make the room as detailed without anything in it as you can.  A decorative room that has nothing in it will surely look amazing when it isn't empty.

Duplicate the floor and raise it to where the ceiling would be in your image.  Apply a ceiling material to it.  You don't have any lights inside  your room yet, so any light that lights the room now is coming from the sunlight.  Remember that, later it might be necessary to turn it off when you create an interior light.
Now you need to do renders of various shots of your room.  You are looking for imperfections in the wall, the trim, the floor, or whatever else strikes your eye as bad.   I like to render different views from each corner of the room as well as a view from the center of the room where the camera rotates 180 degrees.  This shows you what the room looks like.

Go to Part 2 of the "Inside Bryce" tutorial.


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