Creating an scene with Bryce 5 and Poser 4
Getting Started in Bryce 5
Part 2: Creating two figures in Poser 4
Part 3: Importing the figures from Poser 4 into Bryce
5 and making the finishing touches
Keyboard Shortcuts
Part 1: Creating a scene in Bryce 5.

Before you do anything, you'll have to have a copy of Bryce 5.
Corel
did have a trial version that you could download and try out for
30 days, but I will be providing that in class instead. After you
have it installed, fire it up and lets get started!
- Create a new document. File > New Document OR Ctrl-N. (If
you had already started a composition, save or discard the changes
& hit enter)
Click on the small button next to 'Max Recommended' on the right
and click on the checkmark to accept the changes.
- Click on the 'Interface Max/Min' on the right hand side to fill
up the screen.
- Select 'Edit Current Camera'. We're going to change the camera
settings so that we can move objects along the Z axis easier.
- Remember the 3 different axis? The X axis is left and right.
The Y axis is up and down. And the Z axis is forward and backwards.
But this is true only if you are positioned on the Z axis. By
default, Bryce positions you so that you can see all three axis
but that isn't always convenient. For example, if you'd like to
move an object directly back in the default director's camera
view, you'd have to move the object along the x axis and then
along the y axis. So, rather than fighting the axis, we'll just
move the camera so that we're directly over the Z axis. That way
we can move objects forward and backwards, side to side, up and
down more intuitively. So, enter the following valus in the text
boxes.
For position: enter 0 for X, 30 for Y, and -200 for Z.
- Now, we'll add a mountain to the scene. Click on the mountain
icon at the top. This will put a wireframe mountain in the middle
of the grid.
- We're going to add several more moutains here and the easiest
way to view these mountains will be the 'top view' so that we
can look down at our scene. Click and drag the camera view selector
until you get the top view. From left to right, the views are
arranged Camera View, Director View, and then Top View. Now, we'll
be looking down on our scene. Your mountain will be a square in
the middle of the composition and should be selected (red). Make
sure that you take a look at the nano-preview!
- Let's Zoom out twice. Either use the shortcut (Ctrl+Alt+Spacebar+Mouseclick)
or click on the zoom out button on the bottom right of the screen.
- Duplicating the mountains: When we first created the mountain,
we were using the 'Director's View'. If you can imagine a director's
chair where we can view the scene, our director's chair would
be located just underneath the large grid on the screen. This
is important to remember since we are just creating mountains
in the 'Top View' and will be returning to the Director's View
soon. So let's create some mountains that will create a nice scene.
With your mountain selected, hold down Ctrl & then press D.
Ctrl-D will duplicate the selected object and place it directly
the same location. Do this 5 more times. Now you'll have 7 mountains
altogether occupying the same space. Click and drag them so that
they look something like this:

Don't worry if yours doesn't look exactly like this. Just get
close.
- We want mountains, not ant hills. If you'd like switch back
to the director's view to see what this looks like but make sure
that you come right back to the top view. We need to resize these
mountains! We want the back mountains (at the top of the screen)
to take up the space in the background so we'll drag on the X
size handlers so that they'll take up all the space. Feel free
to let them overlap and don't hesitate to drag the Z size handler
a bit either. After you resize the back mountains, increase the
size of the other moutains too but try to leave an area in the
middle that is free of mountain. This is where we'll be putting
the water later on. Keep an eye on the Nano-Preview so that you
can see what you're doing.
- Switch back to the Director's View. Now we're going to change
the height of these mountains. Select a mountain. Switch to the
edit palette by clicking on Edit (between Create and Sky &
Fog). Place the mouse cursor over the XYZ Resizer which looks
like a cube with poles coming out of it and smaller cubes on the
ends. Place the cursor over the top small cube, click & drag
left to increase the height. If your mountain is too tall, drag
left to shorten it. Raise each mountain and make sure that the
horizon line is blocked by our moutains. The horizon line is demarked
by the blue line across the middle. If we don't cover this, we
will be able to see ground in the distance. We want the mountains
to be that last thing that we see before the sky starts. After
you raise your mountains, your composition should look something
like this:
- Gray mountains are no fun. We need to add some color to "dem
thar" peaks. Rather than color each peak though, it makes more
sense to group all the mountains and the ground plane together
so that we can access them easily later on if we want to make
changes. Select All by using the shortcut Ctrl-A or from the top
menu>Edit>Select All. Click G for Group on the edit toolbar.
This will group all the objects. Next, click A for Attributes
on the edit toolbar. Type in something descriptive so that we
can find it later. Click on the checkmark to accept the changes.
- Texture. Bryce creates geometric shapes and then applies textures
to the surface mimicking our 3D world. To add a texture to our
mountains and ground, click on the M for Material on the edit
toolbar. This brings up the Materials Lab. We'll be using this
more later on but for now, click on the top flippy arrow next
to the preview window. This will bring up the Materials Library.
- The Materials Library has quite a few presets that you can use
for your compositions. And if you are adventurous enough, you
can even create your own materials and add them to the library.
We will be using a preset from the Planes & Terrains section.
Click on that section now. Scroll down and choose Heavy Foilage.
(It's the last one in the Planes & Terrains section) Close
both windows.
- I'm getting thirsty. Let's add some water. Click on Create at
the top to bring up the Create Palette. Select the Water Plane,
the left most object that looks like water ripples. By default,
it will probably be too high. Select it and drag it down until
it looks suitable to you in the Nano Preview. Want to get a sneak
peak of your creation? Save first--we don't want to lose what
we have now. Press Ctrl-S or choose from the top menu>File>Save.
On the left of the screen under the trackball, there are five
buttons. Click on the one second from the right. This turns on
the 'Quick Render' option, which makes the render 41% faster.
Now, click on the large middle button. This will render your image.
Bryce will make several passes until your image is finally rendered.
Now's a good time to take a break!
- Let's change the water. Click on the M for Materials on the
edit toolbar. This brings us back to the Materials lab. Go into
the Materials Library by clicking on the same flippy arrow as
before. Choose the third preset in the 'Waters&Liquids' section
called Deep Blue. Accept the changes and exit.
- Let's add some trees. On the Create Palette, click on the tree
to add it to your scene. Bryce will plop a huge tree down in the
middle of your world. After we change the tree into something
more desireable, we'll resize it and reposition it. Click on the
E for Edit on the edit toolbar. Since we have a tree selected,
this will start the Tree Lab.
- The Monkey Puzzle tree:
Under the Branch/Trunk section, make sure that material is selected
for the Texture. Click on the Edit button next to it to bring
up the Materials Library. Select the Trunks selection and find
the Monkey Puzzle texture. It's the second preset on the 7th row.
Accept the changes.
Under the Tree section, select the Monkey Puzzle shape. Click
on the arrow next to 'Default' to change the shape. (Of that long
list of trees built into Bryce, the Monkey Puzzle shape is towards
the bottom.)
Under the Foliage section, change the default shape to Monkey
Puzzle.
Further down and still in the Foliage section, make sure that
Material is selected for the texture and click on the Edit next
to Material to bring up the Material Library. In the 'Leaves'
section choose either Default Leaf 4 or Default Leaf 8 (either
green leaf). Accept the changes.
That's it--you have a bona fide Monkey Puzzle tree!
- Let's bring it forward in the picture and make it a decent size.
Making sure that the tree is selected, click on Edit at the top
to bring up the Edit palette. Place the cursor over the Position
tool, the tool that has a cube in the middle and arrows coming
out of it. Place the cursor over the left Z axis cone, click the
mouse button and drag left until the tree is directly in the foreground.
Now, let go of the mouse button and place the cursor over the
left X axis cone. Click and drag left until the tree is at the
leftmost of the screen, where the trunk of the tree is right next
to the border. Now place the cursor over the bottom Y axis cone.
Click and drag left until you can't see the roots anymore. We've
set our first tree. This first tree will also let us know what
our leftmost field of view is. Duplicate the tree and place this
copy on the right of the screen. But push it back a little bit.
We'll be using these two trees to position the rest of the trees
we'll be making. Your image should look something like this now:
- Switch to top view. Use the two trees that we've already created
to position the rest. You don't want place any trees below those
two in the top view and make sure that you don't place any in
the water! Create about 10-20 trees and place them around our
lake. So we don't select the water or mountains by mistake, click
on the mountains, click on the A for Attributes on the edit palette
and select the Locked option. Do the same for the water plane.
Name it while you're in there.
Now duplicate the trees and drag them to their new locations.
Note: If you have a hard time selecting a tree by clicking on
it, try drawing a selection box around it.
- Now switch back to the Director's View and we'll see how close
we are to creating a nice picture. Click on the left most render
button which turns off the textures. This will allow us to render
more quickly and see where we have problem areas. Just click anywhere
in the picture after the first pass, since we're just trying to
get an idea of how the trees relate to the environment. You'll
probably have trees sitting out of the ground with their roots
exposed but that's fine--we'll fix that.
- Hit ESC to switch back to the wireframe view. We'll be using
the ESC button to switch back and forth between the render that
we just did and our wireframe design view. Select each troubled
tree individually and move it up or down according to how it looked
in the render. If you're feeling ambitious, you can rotate the
trees so that they look more varied (notice all the trees that
look like the letter Y in the above picture?) and resize the trees
in the back so that they're smaller. After all, objects in the
background should be smaller. Render the scene again with the
textures off to make sure that no roots are exposed and no trees
are stuck halfway in a mountain.
- If everything looks good, click the two left render buttons
to turn back on the textures and turn the Quick Render off. Your
final image will look something like this and that's all she wrote
for Part 1!
Continue
to Part 2: Creating two figures in Poser 4.
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