Ah yes, Oroboros...those problems - seams, fluidity…etc., - I can see would undoubtedly occur: one woudl be better off doing them in some other ‘wares like, say, Blender or other.
We-ell… yes and no… Just as David and Horo learn and have fun with materials and HDRI (and modeling - some of the Kline cubes Brinnen is coming up with are warping my brain), there are other experiments that can be done with animation.
Ultimately, all 3D apps lie. Or rather, they present tools for users to help them create scenes that don’t exist, under conditions that seem reasonable, but are false representations of a vision in 2D. Even 3D movies aren’t actually 3D: they employ tricks of light to portray false perspective.
This is a liberating point-of-view, in my opinion. It means 3D design and animation isn’t about accurately portraying reality, and it means you can do anything you like in order to achieve the ends, and that means CHEATING IS ALL GOOD.
Finding out HOW to cheat… THAT’S the pursuit all Bryce users are involved with.
Fluid dynamics is hard to do in Bryce, but part of why it’s hard to do is because there hasn’t been much experimentation with it. Animation doesn’t deliver short-term results. People get impatient. Here’s a shortlist of current fluid dynamic solves:
1. Rotate/Scale a fluid material over the surface of an object;
2. Warp a terrain and move it through a landscape.
There are specials, like creating waterfalls and creating concentric ripples, but they come down to pulling materials through objects again, and they look pants from the wrong angles.
One thing that hasn’t got a lot of attention is Dynamic Terrain Deformation, and this is my own term so don’t try googling it DTD is basically either:
1. Having a terrain oscillate its form between two states, or;
2. Having a terrain deform in steps between successive picture maps
Lack of experimentation leads to brain-lock. People know they can create a terrain, alter its shape in the terrain editor, AND they can play with the scale, rotation and position of the terrain in an animation. They can also skew the terrain, using World view, rotating the terrain off-horizontal and then scaling it.
What people rarely do is play with the actual terrain data over time. So you could create a static moonscape, for instance, and then at a moment in time, load in a similar picture but with an added crater, and have the moonscape suddenly create a crater at a moment in time.
This is altering the terrain data. Each point in a terrain is simply a height value, and each one of those points can be changed over time. Terrains are an extremely complex ‘grouped object’, if you like.
So it seems to me that there might be alternative ways to animate terrain patterns rather than dissolving between two pictures. Or maybe adding more than two pictures. (This is all the fractal landscape generators do in Bryce: generate pictures for terrain mapping, nothing more.)
Also, you can load a TEXTURE as a terrain pattern, as detailed in a tutorial by Mr Brinnen somewhere… I think you SHIFT-click the Create Picture button or something… Perhaps this offers a quick way to generate related, offset patterns for more realistic height flows.