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Stem
Hello,

I will ask directly to "Uguel" first, as I know you like to "pose" shots for your models. I was thinking of creating something like we see sold at "DAZ", pick one, I will create, or better, make a sketch, then we can work with that. What do you think. I know time can be short for such things. But we do need to take time out to play at times.

If anyone else does have a suggestion, please post,... possibly a needed a scene (interior/exterior,.. whatever~ but a sketch will help). Or maybe just a prop needed?

Regards to all,
Stem
Uguel
QUOTE (Stem @ Oct 7 2007, 03:13 PM) *
Hello,

I will ask directly to "Uguel" first, as I know you like to "pose" shots for your models. I was thinking of creating something like we see sold at "DAZ", pick one, I will create, or better, make a sketch, then we can work with that. What do you think. I know time can be short for such things. But we do need to take time out to play at times.

If anyone else does have a suggestion, please post,... possibly a needed a scene (interior/exterior,.. whatever~ but a sketch will help). Or maybe just a prop needed?

Regards to all,
Stem


Am I supposed to understand that I am a "poser" lol! yes, I like to show what I do otherwise
it is like having paintings laying in the corner or the attic collecting dust....(sigh!)

Well, I already bought a couple of models at DAZ, all the cottage collection, I really like them
but I think the Santa's cottage could be improved a bit. Here it is....



I was thinking of something more like this....



If you agree about this, I will browse for more model and then we can decide which one might be the best.
Sure, we're not oblige to do exactly as in the model, we can modify, simplify or improve some of the parts....
Tell me what you think... thanks!
Uguel
Oh, BTW, I meant to ask you, but keep forgetting about it, is it possible to model a fork?
I bought Garee's Deadcorn at DAZ DeadCorn but not the bundle
for there were parts I did not like except for the fork like the one you can see here....fork
....and of course, if it is Ok for you do make it! ;)
Thanks!
Stem
QUOTE (Uguel)
Am I supposed to understand that I am a "poser" LOL!
No,.... that you have models, and pose them in a scene, such you have done on this thread and thought you might like, for example, an internal part of a house or even a new building

QUOTE (Uguel)
but I think the Santa's cottage could be improved a bit.
I was thinking of something more like....
If you agree about this,
If you like. The snow would need to be added right at the end (as a 3d object(s))
Just post a pic(s) of the model you want built.

QUOTE (Uguel)
I meant to ask you, but keep forgetting about it, is it possible to model a fork?....like the one you can see here
You mean this fork Yes, I can do that later today.
Uguel
no fault Stem, I thought you were teasing me, lol!
An internal part of a house sounds good too. Hmm...just give a couple of days and I will go grab more pics/models.
I'd like to have a fireplace and a wooden floor to go with the Xmas house. Then I can manage to find props such
as xmas stockings, guirlands and boughs for I was thinking of building a Christmas scene. And of course,
a few candlelights will add up to the scene too.
.....I already have a xmas tree so I think we'll be able to build a good holiday scene in the end!

if you like. The snow would need to be added right at the end (as a 3d object(s))
Just post a pic(s) of the model you want built.


No problems Stem, I am still collecting a few more and then we can decide which one we can work on.

"You mean this fork Yes, I can do that later today."

exactly!....thanks, but there is no rush!

...hey, I collected a few more xmas houses this morning and I will post them prob.tomorrow.

TTYL8R!
Stem
QUOTE (Uguel)
An internal part of a house sounds good too. Hmm...just give a couple of days and I will go grab more pics/models.
I thought it would be good for you "to pose your characters" (got the wording correct this time), in a room, (a room like I linked to, would not take long to build)
QUOTE (Uguel)
I'd like to have a fireplace and a wooden floor to go with the Xmas house. Then I can manage to find props such as xmas stockings, guirlands and boughs for I was thinking of building a Christmas scene. And of course, a few candlelights will add up to the scene too.
.....I already have a xmas tree so I think we'll be able to build a good holiday scene in the end!
Any props that cannot be found freely, can be built, not a problem. Just find a pic, or make a sketch for what you want (room/fireplace/props etc etc)

Take care,
Stem
Hi Uguel,

A quick model of the "fork", (not yet complete (and in medium poly), but wanted to see if it is near to what you want). I have actually started another, as I was not sure about this one.

It is in Bryce model format ( to be imported through the "Object presets", so to keep the grouping(families)). It will import into version 5.5 if wanted.

http://rapidshare.com/files/61413684/fork01.zip.html
Uguel
Thanks a lot Stem. I just downloaded it and I will open it in Bryce today and tell you how if it is similar to what I need. :)


well, I gave it and athought and I think we can start by making the interior of the house first.
I was thinking that we can make this xmas scene if it is OK by you. It also give us time enough
to achieve it before xmas.

I found several models and I must admit that I like this one a lot.
It is so charming and I have a couple of props as we see in the image already.
I do not think I have a chair like that...I do not have any rifles but that's ok
for I'd rather have xmas stockings instead. I might have the xmas gifts and bows
I'll look for it later. I have the xmas trees. I'd be interested if you can make a kinda flat oval surface for the carpet
and then I will texture it. I have a few dogs bought at DAZ but I will have to see if the models
are Ok for the scene. I do not think I have fireplace tools though....

Uguel
And here's the second model, I lke it a lot too... I have more but only posting the best for now.
Tell me what you think...;)

Stem
QUOTE (Uguel)
I think we can start by making the interior of the house first.
OK.
QUOTE (Uguel)
I was thinking that we can make this xmas scene if it is OK by you. It also give us time enough to achieve it before xmas.
No problem.

QUOTE (Uguel)
I do not think I have a chair like that...I do not have any rifles but that's ok
I will build some chairs (as shown in the pic), to give you a choice, they are not difficult to build (although I will possibly not be happy with anything I build), Rifles as well.
QUOTE (Uguel)
I'd rather have xmas stockings instead. I might have the xmas gifts and bows
I will attempt to model these. Such as "bows", "stockings" should not be a problem. I will create, you tell me when done if they are OK or not.
QUOTE (Uguel)
I'd be interested if you can make a kinda flat oval surface for the carpet
We should be able to do this with an hight field, then use this in the "Terrain editor", this can give a full 3D effect. Color/texture added easily via an image?
QUOTE (Uguel)
I have a few dogs bought at DAZ but I will have to see if the models are Ok for the scene.
I will not attempt animals, well , not yet anyway.
QUOTE (Uguel)
I do not think I have fireplace tools though....
The fireplace you show, this could be done with a simple image onto plane surface,.. but, I would prefer to create this, with full 3D (but of course, would increase scene poly`s, and render time,.. This is your decision,... I will create such a fireplace to show you, then you can decide.


Regards,
Uguel
You wrote

I will build some chairs (as shown in the pic), to give you a choice, they are not difficult to build (although I will possibly not be happy with anything I build), Rifles as well.

wow, that sounds nice. We do not need rifles for this scene only xmas acessories. ;)

I will attempt to model these. Such as "bows", "stockings" should not be a problem. I will create, you tell me when done if they are OK or not.

Very well and if there's something that should be modify, I will tell you.

We should be able to do this with an hight field, then use this in the "Terrain editor", this can give a full 3D effect. Color/texture added easily via an image?
QUOTE(


Not sure If I understood you here. What do you mean by high field, do you mean a high resolution image of a carpet
that will be imported in the terrain editor?

The fireplace you show, this could be done with a simple image onto plane surface,.. but, I would prefer to create this, with full 3D (but of course, would increase scene poly`s, and render time,.. This is your decision,... I will create such a fireplace to show you, then you can decide.

I prefer a real 3d object than just a textured (let say) rectangle because there will be time when we might need it in a solid colour only.

... look, I added a material to the fork and I think it looks pretty good so you won't have to make another one.

Oh and do you know if there is a way to add a glossy effect in Bryce or do you know if it can be achieved in it?

thanks!!!

Stem
QUOTE (Uguel)
... look, I added a material to the fork and I think it looks pretty good so you won't have to make another one.
OK, I have just added a little more strapping to that model.

http://rapidshare.com/files/61523913/fork02.zip.html

QUOTE (Uguel)
Oh and do you know if there is a way to add a glossy effect in Bryce or do you know if it can be achieved in it?
I would normally just add specularity and reflection to the material. (lighting would then give the glossy effect)
Stem
Hi Uguel,
QUOTE (Uguel)
What do you mean by high field, do you mean a high resolution image of a carpet that will be imported in the terrain editor?
Basically yes. But after trying this, it does not work well.

I have, for sample, made an oval shape (with rounded edge), to see if this is what you want. I have added a seperate image (with guide lines) that you could use to create the texture. Just remember when you add the image/texture, to make the "texture mapping mode"= "object top"

This, as mentioned, is just to see if this is the kind of thing you want. Also, just let me know if you need a better image for guide lines.


http://rapidshare.com/files/61534618/carpet.zip.html
Uguel
QUOTE (Stem @ Oct 10 2007, 01:03 AM) *
QUOTE (Uguel)

... look, I added a material to the fork and I think it looks pretty good so you won't have to make another one.
OK, I have just added a little more strapping to that model.

...................................

QUOTE (Uguel)
Oh and do you know if there is a way to add a glossy effect in Bryce or do you know if it can be achieved in it?
I would normally just add specularity and reflection to the material. (lighting would then give the glossy effect)



thanks for clarifying........and I will try the new model in Bryce! :thumbup:
Uguel
QUOTE (Stem @ Oct 10 2007, 02:18 AM) *
Hi Uguel,
QUOTE (Uguel)

What do you mean by high field, do you mean a high resolution image of a carpet that will be imported in the terrain editor?
Basically yes. But after trying this, it does not work well.

I have, for sample, made an oval shape (with rounded edge), to see if this is what you want. I have added a seperate image (with guide lines) that you could use to create the texture. Just remember when you add the image/texture, to make the "texture mapping mode"= "object top"

This, as mentioned, is just to see if this is the kind of thing you want. Also, just let me know if you need a better image for guide lines.


http://rapidshare.com/files/61534618/carpet.zip.html


Okie Dok, I'll see what I can do. Thanks!
Uguel
Oh, I meant to ask you, but I keep forgetting all the time, lol, if it is possible to send the props in OBJ formats?
...for I will be able to import them in Poser too. Maybe you won't have to send them into the Bryce format
(or .obp) anymore for I can import them from Bryce too.

Thanks!
Stem
Hi Uguel
QUOTE (Uguel)
.......if it is possible to send the props in OBJ formats? ...for I will be able to import them in Poser too
I dont mind posting in "OBJ" format (I presume you mean wavefront?).

There is only a slight problem. OBJ (wavefront) files contain a lot of info (layers/ surface mapping/ materials etc) that when imported into Bryce is simply discarded.

Can "Poser" import 3D studio (.3DS) files? As this format would also be good for Bryce, with a much smaller file size (example of file size for the fork~ 3DS file=519kb...... OBJ file=3,014kb)
Uguel
Yes, Poser can import 3D studio files or .3ds...but at first, we can start by importing just a simple polygon, let say a cube
that has a texture on it (any kind) and see how things will go. If things go well we might keep on with the 3.ds format
if it is not too much trouble for you or only if it doesn't require more of your time.
Also, If I see that the texture doesn't render well or if I have to mess up with the rendering too much, we might keep on
with the Bryce format instead. ;)

here's what Poser can import...

Stem
Hi Uguel,

So, basically, you are looking for the models to be complete with a full (correct) UV mapping in place. The direction I am currently taking will not give you this. The problems being that I am currently using Rhino3d to create the models for you, this is based on nurbs, when these are converted to mesh (for OBJ format), the split nurbs surfaces will lose the mapping.

I will have a play with Rhino3d, to see what can be done. Maybe a 3rd party UV_mapper, or I may go back to modeling in Truespace (or a combination).

It is something I need to learn to do correctly, as I will eventually need to texture the models myself,... so the UV_mapping will need to be correct first.

I will also have a look at "poser 7", as this is on offer (in a package with vue_esprit)


Regards,
Uguel
QUOTE (Stem @ Oct 14 2007, 09:45 AM) *
Hi Uguel,

So, basically, you are looking for the models to be complete with a full (correct) UV mapping in place. The direction I am currently taking will not give you this. The problems being that I am currently using Rhino3d to create the models for you, this is based on nurbs, when these are converted to mesh (for OBJ format), the split nurbs surfaces will lose the mapping.

I will have a play with Rhino3d, to see what can be done. Maybe a 3rd party UV_mapper, or I may go back to modeling in Truespace (or a combination).

It is something I need to learn to do correctly, as I will eventually need to texture the models myself,... so the UV_mapping will need to be correct first.

I will also have a look at "poser 7", as this is on offer (in a package with vue_esprit)


Regards,


Hey Stem no problems, we might keep on with Bryce instead just as the way we started.
Anyway, almost anything that I will make with Poser can be exported through Bryce
with the help of DAZ, just like a Turbo Import.

Poser 7 with Vue esprit that sounds like a good deal. I had an old version of vue esprit.
but Bryce and Poser take already most of my time so I decided to hold off a bit before
re-using it.

Texturing is fun, you might like it but it is also time consuming just like everything
....still, it will be certainly a plus for you and maybe one day I will start modeling too. :D
Stem
QUOTE (Uguel)
Hey Stem no problems, we might keep on with Bryce instead just as the way we started.
It,s OK, now sorted. So I will post in "OBJ" format with UV mapping.
QUOTE (Uguel)
Poser 7 with Vue esprit that sounds like a good deal. I had an old version of vue esprit. but Bryce and Poser take already most of my time so I decided to hold off a bit before re-using it.
I will probably leave this for a while myself.
QUOTE (Uguel)
Texturing is fun, you might like it but it is also time consuming just like everything
Now I understand the tools for UV mapping, I will just use real world textures when possible.
QUOTE (Uguel)
........ and maybe one day I will start modeling too
You did purchase "Hexagon" (didn`t you?), that will give you headaches at first LOL but I do use this myself (now and again), so I can help if needed friends.gif

Regards,
Uguel
Ok then, let's try it and we'll see how things go. Too bad Bryce cannnot export anything as an object
or 3d files. It will be so convenient!

Now I understand the tools for UV mapping, I will just use real world textures when possible.

I always get confused when I hear of UV mapping, is it like what we do in Bryce
when we texture an object or it is somehing else?

You did purchase "Hexagon" (didn`t you?), that will give you headaches at first rofl6.gif
but I do use this myself (now and again), so I can help if needed


Thank you Stem, I really appreciate. I would like to start modeling a house similar to this one
below but the thing is I don't know how to do a roof like that. It tried to do it Bryce but it did not
work so I will try to do it in Hexagon whenever it will suit you . There's no rush. friends.gif

Stem
Hi Uguel,
QUOTE (Uguel)
I always get confused when I hear of UV mapping, is it like what we do in Bryce when we texture an object or it is somehing else?
It is basically the same as what we do in bryce. The UV mapping is how the texture is applied to an object, as when you apply a texture in Bryce, you will select a UV mapping of "Object top", "Object space" etc. This is OK for simple shapes, but if importing a model, Bryce (or others programs) can have problems with mapping correctly, then the textures can be stretched or squashed in places.

QUOTE (Uguel)
Too bad Bryce cannnot export anything as an object or 3d files. It will be so convenient!
Well, you can, but you need to create booleans, then convert before export. Let me explain, as example for creating the roof in Bryce.

A simple roof can be created using 3 cubes (the cubes would need to be scaled to what is needed (angle etc), but for example, 3 cubes placed (scaled/rotated) as shown, with the attributes as shown:-



When you Group the 3 cubes, the render will show only the roof:-



In Bryce 6, you can then "Convert Boolean to mesh":-



This then just leaves you with a "Mesh" of the roof, which you can "export" as OBJ / 3DS etc.
Uguel
Wow, thanks!!!
This is what I tried with Bryce last spring and I must have done something wrong
when rotating the cube for I could not get a clean cut like yours.
Oh, and once you've got the roof, you will need to fit the house accordingly too
...so will you use booleans to get a v cut wall ? I tried to do the pointed part of the wall
by trying to cut a cube with another cube diagonally and I had a hard time and finally gave up.

---------

I textured the new fork you made and it does look very good,
it will look great in my Halloween scenes. :)

Stem
QUOTE (Uguel)
This is what I tried with Bryce last spring and I must have done something wrong when rotating the cube for I could not get a clean cut like yours.
It can be a pain to correctly line up the objects, certainly as there is no solid view. If in doubt, it is possibly better to make a "fast preview mode" render, this will help show where everything is.
QUOTE (Uguel)
Oh, and once you've got the roof, you will need to fit the house accordingly too ...so will you use booleans to get a v cut wall ?
Yes,
QUOTE (Uguel)
I tried to do the pointed part of the wall by trying to cut a cube with another cube diagonally and I had a hard time and finally gave up.
It can be difficult when viewing in wireframe, as mentioned, make a quick preview render. (untill you get used to wireframe, you could also paint each block a different color for the render)

---------

OK, Creating a simple roof in "Hexagon". This may seem hard at first, but its just a case of trying it out, and getting used to where and what "things" do.

First open Hexagon, then setup to draw the roof. One way is to draw the end view of the roof then extrude this (there are of course, other ways to create this).

So, at the bottom of the main Hexagon window, first select (1) Orthographic view (this just sets the view to a flat background, it is easier to draw this way). Using the (2) Zoom and (3) pan, move the main window so you can see the grid (as in the pic) When using the pan/ zoom/ rotate view, left click the icon and keep the mouse button down, then move the mouse. Then select (4) snap.



------------------------------------------------------------------
You would also be best at this time to check that you have the Translate (move) manipulator selected.



------------------------------------------------------------------
Now to draw the line for the roof. First, on the top menu, select "Lines" then "polyline"



-------------------------------------------------------------------
Now, when you move the cursor, you will see 2 axis appear on the screen, these are your guides, and on the right hand side, you will see a "Properties" box,.. this will give you a readout of where you are on the screen.



--------------------------------------------------------------------
Now, draw the shape of the end of the roof. Here you will see I have made 6 points. When you get to point 6, go to the "properties" box (as shown in the last pic) and left click the little shape under the word "Point", this will make the lines close (point 6 will connect to point 1)



---------------------------------------------------------------------
Now, to extrude the roof. First, change the view from "Orthagraphic" to "Perspective" (ref pic 01,.. click icon 1), then use the rotate view (ref pic 1, its the icon next to 3) until you can see your drawing. Then select (1) Vertex modeling, (2) fast extrude, then (3) click (and hold) the blue arrow (this is for the direction of extrude)



---------------------------------------------------------------------
With the blue arrow still selected, move the mouse and you will see the roof extruded, just make the size as you want.



---------------------------------------------------------------------
When done, you need to close the ends of the roof. Go back to the top menu, and select "Close"



---------------------------------------------------------------------
When you select close, the open ends of the roof will be highlighted (as in the pic), just click anywhere on the highlighted line (on each end)



---------------------------------------------------------------------
Basic roof complete.



Now, I know it may seem difficult at first, and it is quite easy to make an incorrect sellection, but it just takes a bit of practice, and time to get used to where everything is.

NOTE: If when you get to the extrude stage, and the manipulator is missing (so you cannot click the blue arrow to extrude), then first: Ensure that you have the Translate (move) selected (pic 2), and that you are in "Manipulator mode" (if you check pic 1, there are 4 icons, 2 of them numbered 2 & 3, the leftmost of those 4 icons must be selected (blue background).
Uguel
Step by step explanations and lots of screenshots, this is perfect for a newbie like me!
Awesome post, THANK YOU VERY MUCH I really appreciate, will give it a try during the week. :thumbup:

I tried to texture the carpet using the oval pattern or guide but unfortunately, I had poor results....
As you can see, the lines inside the carpet are not oval. It might not show much once lying
on the ground and, maybe if I try the adjustment tools in the Material Lab or something, it will improve.
So I'll try something else today. Yes, I had "object top" for the textures and when I copied, pasted
and adjusted the texture in the guide it was all good. All the carpet lines were following the right
pattern.

rendered in Bryce....


One thing that it might be worth mentioning, the carpet is not really an oval like I thought at first.
It is more like a stretched circle...see image...I don't know if it matters much since everything was applied
and modeled after an oval (oval guide) from the beginning.

Here's the guide with the carpet texture applied in it. If you look carefully, you will see a bit of the guide contour at your right.
As you can see I tried to fit the proportions of the guide and can't say it is 100% accurate though.

Carpet texture copied, pasted and adjusted in the guide with Photoshop....

Uguel
Here's the original carpet I picked from the web.

Uguel
Then I took a cylinder, reduce the height considerably, and I applied a round carpet on it and it went well.



I also tried with another round carpet/rug, braided one this time. but it let a li'l white edge around this one....how come?
I can't say for both carpets had the same parameters applied!... And no, there was no white edge in the original carpet.

Stem
QUOTE (Uguel)
Here's the original carpet I picked from the web.
Hi Uguel,

New model attached, unzip the 3 files (OBJ format with mtl/ trimmed image). Just load the OBJ, the material will load/apply itself.

http://rapidshare.com/files/63056939/carpet.zip.html
Uguel
Hey thanks, I will try it tonight!
Stem
Hi Uguel,
QUOTE (Uguel)
I also tried with another round carpet/rug, braided one this time. but it let a li'l white edge around this one....how come?
I can't say for both carpets had the same parameters applied!... And no, there was no white edge in the original carpet.
Did you apply both images with the same projection, such as object top? (you would need to project directly to object)
Uguel
Yes, I did. and both had "blend transparency" applied too.
...the only thing I must check is if they have both exactly the same height.
Uguel
...just checked the height in Bryce, they weren't the same height but nothing changed after I made it the same height.
....the only think I can think of is the thickness of the red rug texture that may be doing that.
Stem
QUOTE (Uguel @ Oct 16 2007, 10:52 PM) *
Yes, I did. and both had "blend transparency" applied too....the only thing I must check is if they have both exactly the same height.
Does that carpet have a black edge? Using "blend transparency" could allow the background to show through.

QUOTE (Uguel)
..just checked the height in Bryce, they weren't the same height but nothing changed after I made it the same height.
....the only think I can think of is the thickness of the red rug texture that may be doing that.
Can you post the original images, I will have a look.
Uguel
No, it did not have a black edge....Ok, I don't have the original green carpet anymore but it is the same kind as in the blue one.
The texture was the same, only the colour and drawings differs. And the red one is exactly the same as I sent here.
Both had the background removed in Photoshop and exported in Bryce after as .PSD images. These are .jpg here but you can easily make the background
transparent in Paint Shop since it is solid white and easy to select with the magic wand.

Another thing, I did not make any black background layer to cover the transparency area as I used to do with the other images.
So I might try to do it tonight and see if I can obtain better results.



Stem
Hi Uguel,
QUOTE (Uguel @ Oct 17 2007, 04:53 AM) *
And the red one is exactly the same as I sent here.
The red carpet does have a white border.

I have downloaded the red-carpet and trimmed this. Placing your original image (left) then my trimmed image (right) onto 2 disks (the same size) you can see the difference.

Uguel
Did you trim the image in your 2d application or did you do some tweaking in Bryce?
Stem
QUOTE (Uguel @ Oct 17 2007, 05:33 AM) *
Did you trim the image in your 2d application or did you do some tweaking in Bryce?
I trimmed the image in photoshop 5.
Uguel
ok, thanks!!!

with the circle selection tool, select the carpet, invert selection and delete...? was it so?
Stem
QUOTE (Uguel @ Oct 17 2007, 05:41 AM) *
ok, thanks!!!

with the circle selection tool, select the carpet, invert selection and delete...? was it so?
No, I do use the magic wand, but I disable the anti-aliased and put up the tolerance, even then it may take 2 or 3 attempts to correctly trim. Once the image is very close, then I paint around the image with a colour to hide any problems.

This is the trimmed image before I added a background color:-

Uguel
Looks good, thanks for solving this !!! yourock.gif
Uguel
Yes, the last model you made Stem looks good from every angle. I like it a lot. :)))
I will try to find my xmas tree to add to the scene during the week. It is on a cd somewhere....

thanks!




--------------------------

I don't know why both Poser and DAZ3d have the possibility to save images with a transparent background
but Bryce can't. Kinda annoying, isn't it?
Stem
QUOTE (Uguel)
I don't know why both Poser and DAZ3d have the possibility to save images with a transparent background but Bryce can't. Kinda annoying, isn't it?
Hi Uguel,
Do you mean a transparent background to a model? For this you can create an object mask (render options), then use the mask for alpha channel.
Uguel
Hi,
yes, this is what I meant. Ok here's what I got but now how can I make the background transparent...?For I tried using this
mask after in Bryce thinking I could hide the area around the moon but it did not work. Or is opening the final render
+ the mask in a 2D application the only way out to get rid of the background? Thanks!
Stem
Hi Uguel,
QUOTE (Uguel)
yes, this is what I meant. Ok here's what I got but now how can I make the background transparent...?For I tried using this mask after in Bryce thinking I could hide the area around the moon but it did not work. Or is opening the final render + the mask in a 2D application the only way out to get rid of the background? Thanks!
I am not completely sure now what it is you are looking for.

Once you have created the image of the scene, then created the image mask, there are some options how to use these.
You can use these within bryce, on a 2d picture object. Adding the image/mask to the 2d picture object will allow you to add that image with transparent backgroud. You can then save this image to the material presets, and this can then be exported as a material (.mat file) for use in other applications that support this format.
Beyond that. You would need to import both image and mask into a 2d photo/graphics program to create an image with alpha (using the mask for the alpha channel)
Uguel
Yes, I know but thank you for your help. :))) What I meant is Poser or DAZ can actually save a picture with no background
and with no tweaking from your part. It will save only what is in the scene the area that have no elements in it
or that is empty will remain transparent once you export the scene and save it as a .png. The reason for doing this
is that you can stick your transparent image on another background after. Actually, it works just as any Paint Shop
tubes.

Remember this? here I deleted all the other elements around my character I did not want anymore,
as you can see, Poser saved only what was left in the scene and any empty areas were saved as transparent.
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