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Modeling with Multi-Replicate

Find a collection of great tutorials in the DAZ tutorial archive on using booleans, multi-replicate, and Bryce's powerful modeling tools.  There are four tutorials in this article.

 

Making a Roman Coliseum

 
Author: yaniko Printable Version
Step 1: Making a wall
Step 2: Making some details (1)
Step 3: Making some details (2)
Step 4: Making some details (3)
Step 5: Making some details (4)
Step 6: Choosing materials
Step 7: Making of the entire monument (1)
Step 8: Making of the entire monument (2)
Step 9: The End
 
Tools Needed
* Bryce 5



Introduction
This tutorial does not claim to carry out a real reproduction of the true Coliseum.
Its goal is to show you how multi-replicate works, and what you can do with it.




Step 1 - Making a wall
 
Making a wall with an aperture is rather easy.

The wall is composed of a positive cube (see under),

a negative cylinder ...







and another negative cube...







The three objects are grouped to form the wall. 


(dimensions are given as an indication. They will help you to make the project easily)
 
Step 2 - Making some details (1)
 
Let's add an additional detail like this one (under)

You'll only have to group the previous three elements with a negative torus...







placed against the 1st cube ...





 
Step 3 - Making some details (2)
 
Another detail consists of a simple cube placed under the aperture..


Here is a first render of our wall: 





 
Step 4 - Making some details (3)
 
Let us add some other details, by positioning a cube as indicated under.


You'll have now to use a very interesting property of Bryce : the multi-replicate option...








Say you want to repeat 2 times the rectangle, by moving it downwards and reducing it : enter the value of the height displacement, and reduce by 95% both its length and its width...





 
Step 5 - Making some details (4)
 
Here under is the result....


You may add other details, like this column for example...

( the creation of the column present no difficulties) 









And here is the final render...





 
Step 6 - Choosing materials
 
Choose a stone matter, like this one for example..

(reduce the bump height to 10 )



You should obtain this rendering ( front view)...





 
Step 7 - Making of the entire monument (1)
 
First of all, go to top view. 

Click at "show origin handle" in the attributes. 

You must see appearing a green point (the origin) in the medium of the figure.

Move this green point far from the "wall", corresponding to the radius of your "virtual colizeum ". 







Let us use multi-replicate once again, with the criteria indicated here: 

44 objects (either 45 with that the duplicate one)

rotation of an angle of 8� (45 X 8 = 360 �) * 

Scaling and displacement with 0. 








* the angle depends on the distance displacement (the "radius" of the coliseum)
 
Step 8 - Making of the entire monument (2)
 
You should obtain this... 

(in top view)


Or that... 

(in Director's view )









and this one with materials... 





 
Step 9 - The End
 
Group all the objects, duplicate 3 times the set (displacements = 0, H, 0 with h=height of an object, here 66 with the values taken since the beginning, no rotation nor scaling) 



Have a drink or go shopping...(depends of your PC)

You should obtain this... 

The Famous Roman's Coliseum !








That's all Folks !

Have a Good 3D. 

Yaniko 

 

Creating cogs in bryce

 
Author: xalthorn Printable Version
Step 1: The main cylinder
Step 2: The first tooth
Step 3: The rest of the teeth
Step 4: Put the hole in
Step 5: Texture the thing
 
Tools Needed
* Bryce



Introduction
Creating objects using basic shapes in Bryce can give some great results but may seem daunting at first.

I'll try to show how relatively simple shapes can be created fairly quickly with a few of the inbuilt tools in Bryce.

In this example, you'll see how to create a basic cog shape.


Step 1 - The main cylinder
 
The first thing we'll create is the main part of the cog wheel.


This part is a simple flat disk, or cylinder.


To create it, create a new cylinder object from the toolbar at the top of the interface. It's in there with the sphere, torus, cube, etc.


Once you have the cylinder in the scene, click on the 'A' in the vertical set of icons that appear next to it whilst it's selected.


This will bring up the object attributes window. Set the various values as shown below:


The positive option should be selected


origin 0,0,0

position 0,0,0

rotate 0,0,0

size 100,10,100






 
Step 2 - The first tooth
 
The next thing to do is to position the first of the cogs teeth. This time we'll be using a cube.


Place a cube in the scene, make sure it is selected and click on the 'A' just as before.


Before we start setting values, we need to click on the padlock between the Origin and Position rows. This allows them to have different values rather than being the same all of the time.


Now we can set the various values as shown below:


positive should be set


origin 0,0,0

position 0,0,52

rotate 0,0,0

size 10,10,10






 
Step 3 - The rest of the teeth
 
Rather than try to position and rotate the teeth by hand, we can use a neat little trick that Bryce has to do it for us.


With only the cube selected, we need to click on the Edit menu and select the Multi Replicate option. This brings up a little window with more options to fill in.


Fill in the following values:


quantity 17

offset 0,0,0

rotate 0,20,0

size 100,100,100


When you click on the tick, you will suddenly have 17 more teeth around the cog.


The reason this worked so well is because we set the first tooth to be positioned at the edge of the cog, but have it's origin (or centre of rotation) at the centre of the cog. This means that when we replicated it, each cog moved around the edge of the cog nice and neatly.


The reason we have 17 replications at 20 degrees each time is because there are 360 degrees in a circle, we are stepping forward 20 degrees each time which means we want 18 (360/20=18) teeth, but of course we already have the first one.






 
Step 4 - Put the hole in
 
The next thing to do is punch a hole in the centre of the cog.


We do this by adding another cylinder to the scene, selecting it and clicking on the 'A' as before to set it's various attributes.


The values should be as follows:


negative should be selected


origin 0,0,0

position 0,0,0

rotate 0,0,0

size 20,12,20


The reason that this cylinder is negative rather than positive is because we want to use it to cut a hole in the overall shape.


When you group objects together, which is what we'll be doing in a little while, all of the objects that are set as positive will be in the final shape whilst objects that are set as negative will cut their shape out of the overall object.


The more astute will also notice that the hole is slightly larger in the Y axis than the rest of the shape. This is because if it was the same size, it may not cut all the way through the object.


Anyway, we need to group all of this lot together.


Start by selecting one of the objects. To add another object to your selection, hold the shift key down and click on another object. Keep doing this until you have selected everything.


You will probably find that it is hard to select an object that is overlapping one or more other objects (the hole for example). If this is the case, hold the control key down as well as the shift key and when you click, you will be given a list of possible objects that could be selected.


Once everything is selected, a 'G' appears in the vertical list of icons next to the selected objects. Clicking on this will cause the whole lot to be grouped and make the positive and negative objects work together.







 
Step 5 - Texture the thing
 
That's it. You can now texture the new combined object with one texture (click on the 'M' in the vertical list of icons to enter the texture screen).


Have fun and try out different things.


As a point of interest, if when you apply a texture to the group, the main cylinder appears to be different to the teeth, try changing the texture mapping mode to 'World Space'. The texture mapping mode can be changed by clicking on the text that will say something like 'Object Space', 'Parametric', 'Spherical' or a whole host of other variations underneath the colourful textures on the right hand side of the texture screen.




 

Using Multi-Replicate in Bryce

 
Author: thedanman Printable Version
Step 1: Create any scene or use a pre-existing scene
Step 2: Select an object to multi-replicate
Step 3: Test multi-replicate
Step 4: New object created!
 
Tools Needed
* Bryce (5)


Support Files
MultiReplicate.zip


Introduction
Who says Bryce doesn't have a modeler? Perhaps one of the most unique and lesser known features of Bryce is the multi-replicate feature. This feature allow users to replicate any object in Bryce, X number of times offset by rotation, location, and even size! Here's a simple demonstration of how we can use this simple to to create complex object from simple primitive. Ultimately this tool will have to be experimentally used and this tutorial just serves to familiarize the reader with the existence of such an option!


Step 1 - Create any scene or use a pre-existing scene
 
For this tutorial we have simply used a torus primitive from Bryce's object library
 
Step 2 - Select an object to multi-replicate
 
Select an object that you wish to multi-replicate and go to "edit" (at the top of the window - the file bar remains hidden until you hover over it) and down to "multi-replicate" The window in the image should appear.


Adjust the settings using Quantity to describe how any replications you wish to havem offset by the x,y,z displacement you wish, rotate by the x,y,z, rotation angles of the duplicates, and finally size, % in x,y,z of the original object.
 
Step 3 - Test multi-replicate
 
Using parameters of Quantity: 200, Offset -0.01,0.01,-0.01, Rotate of 30,30,30, and Size of 101%,101%,101% I yeilded the following toroid ball
 
Step 4 - New object created!
 
Using the multi-replicate feature I have created a new object in a matter of seconds! This feature can be used as a pseduo particale system too! In fact its uses are only truly yours to explore. Good Luck!

 

Create an exact circle of columns with Bryce

 
Author: Stargazy Printable Version
Step 1: Create a column
Step 2: Some calculations before you start
Step 3: Activate the origin handle of your column
Step 4: Modify the origin handle of your column
Step 5: Replicate the Column
Step 6: Additional Tip
Step 7: Create the complete building
 
Tools Needed
* Bryce 5



Introduction
Sometimes when you create a temple or a building with many columns, it is difficult to position the columns in an exact circle with the same distance to each other. This tutorial shows you an easy way to arrange them.


Step 1 - Create a column
 
First of all you need a column that you want to be copied and arranged. So create your own one or use the pre-defined one in Bryce's object library. If you construct your column out of several objects, don't forget to group and name them before you go on.


Here is my column.






 
Step 2 - Some calculations before you start
 
Now think about the number of columns you want to arrange. Take the degrees of a circle (360 degrees) and divide them by your column number. This will be the distance angle.


In my example I'm going to arrange 10 columns, so my angle is 36 degrees (12 or 6 would also be a fine number of columns).

 
Step 3 - Activate the origin handle of your column
 
Change to the top view and open the Attributes dialog by clicking the small 'A' beneath you column.










The attributes dialog opens and you now have to activate 'Show Origin Handle'.









If you leave this dialog, you can now see a little green dot in the middle of your column.

 
Step 4 - Modify the origin handle of your column
 
Now you have to move the origin handle of the column to what will be the center of the circle. Just drag the little green dot out along the positive Z axis to that what you want to be the center of the circle.

Now you should have something like this.






 
Step 5 - Replicate the Column
 
To do the multi replication press Alt-Shift-D (or Option-Shift-D on the Mac). A dialog box appears. As quantity I typed 9 (I want to have 10 columns at the end and I already have one).

Make sure that all values of 'Offset' are set to 0 and all values of 'Size' are set to 100% (we want to have the duplicated columns all the same size).


The rotation should be along the Y-Axis and depends on you number of columns. We calculated the angle already in step2 (do you remember?). For my example, I type in the calculated angle of 36 degrees.









Click the checkmark or hit Enter and you will get a perfect circle of columns.






 
Step 6 - Additional Tip
 
Now group all the columns and open the attribute box for the group (click on the little 'A' icon beneath the group).

Because these many columns will take a lot of time when they are redrawn, you can check the option 'Show as Box'.











No all the group of columns is shown as a single box and it is easier for you to go on with your work.










If you want to see the wireframes of the columns again, just remove the checkmark. Note that your nano preview is not affected.

 
Step 7 - Create the complete building
 
Now have fun to create you hall or temple.




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