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Subject: photoshop


tomasball ( ) posted Sun, 06 September 2009 at 9:17 AM · edited Fri, 15 November 2024 at 11:38 AM

I created a terrain in Bryce, exported the grayscale map as a tiff, opened it in Photoshop, manipulated it, saved it, and applied it to my terrain back in Bryce.  The resulting terrain renders all jagged and stairstepped compared to the original terrain.  Why is that, and what can I do about it?


TheBryster ( ) posted Sun, 06 September 2009 at 9:22 AM
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You can use the controls at the side of the terrain editor to smooth/raise/lower/manipulate your imported terrain.

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Johny2 ( ) posted Sun, 06 September 2009 at 9:27 AM

Maybe before and after tiff files can make other member give better solution.


bobbystahr ( ) posted Sun, 06 September 2009 at 9:42 AM

 Yes indeed..post your image in the thread...well a .jpg as a tiff won't post, so we can better assess the problem.. ...

 

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calyxa ( ) posted Sun, 06 September 2009 at 10:38 AM

sounds like photoshop saved it as only 8 bits per channel, where bryce terrains are 16 bits per channel - the 'stairstepping' is a dead give-away.

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Rayraz ( ) posted Sun, 06 September 2009 at 11:40 AM

I think calyxa is spot on here.

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dan whiteside ( ) posted Sun, 06 September 2009 at 12:20 PM · edited Sun, 06 September 2009 at 12:21 PM

 With Bryce 6.1 you can export 16-bit TIFF and PNG formats but you also need Photoshop CS3 to load and modify it. CS2 will load 16-bit but there are only a very few CS2 tools that work with them. Even CS3 doesn't support the whole tool set in 16-bit.
There are some problems with 16-bit PNG export from Bryce  Mac - can't remember about the PC.


tomasball ( ) posted Mon, 07 September 2009 at 10:51 AM

file_438921.JPG

Actually, the problem is more fundamental than I initially realized.  I created a terrain with planetary scale, and rendered it...


tomasball ( ) posted Mon, 07 September 2009 at 10:53 AM

file_438922.JPG

then I saved the grayscale map as png (I also tried this with tiff).  Then immediately reloaded the map back to the terrain editor, and got the stairsteps.


dan whiteside ( ) posted Mon, 07 September 2009 at 1:12 PM

file_438928.jpg

 Just to be sure, you're using 6.1.13.1? Find this by selecting the Help>About Bryce menu item while holding down the Control (PC)/Command (Mac). Here's a test I just did with PNG (also did TIFF). Left is the original, right is the image import. I used the down arrow pop-up at the top of the Terrain Canvas window and selected the Export Image item to export the image. I'm also at home with only a Mac, so this may be a PC issue.


jedswindells ( ) posted Mon, 07 September 2009 at 3:34 PM

I just run Paintshop along with Bryce and copy/paste from terrain editors' picture window to PS and back.
 Now and then terrain editor won't accept the paste,I save from PS as .bmp and that seems to work fine! 
Saves the fuss of exporting and is much quicker!Suppose this works with Photoshop too!

  Cheers! Jed. 


dan whiteside ( ) posted Mon, 07 September 2009 at 7:24 PM

 Thanks Jed - didn't realize the clipboard did 16-bit copies.


jedswindells ( ) posted Mon, 07 September 2009 at 8:26 PM

 No idea about 16-bit stuff?,seems to work for me!Never tred it for 'planetary size' too big and slow to work with!....works fine for more regular sizes.
 
 Cheers! Jed.


artboy ( ) posted Thu, 10 September 2009 at 5:53 PM

 I learned this in 3D Commune when it had many many masters of Bryce, that when you are in the (Terrain editor)  and you have clicked the (Pictures) tab in the (Editing Tools) panel and then have clicked (Copy} your picture will be in the clip board.  You can then open your pict in photoshop and after you have applied a filter or etc., and saved it as a bmp.You can then  import it to Bryce as follows...Open the Terrain editor...In the (Editing Tools) panel, click the button on the left  (Picture. note. this is not the Pictures under the tab Editing tools!) locate the file you have just saved and click it.  You will then have a smooth and clean terrain. I work on a Mac. and my software is Bryce 6.1 and PS C3.


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