Show Us Your Bryce Renders Part 10

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Comments

  • SlepalexSlepalex Posts: 911

    adbc, in a scene with trees you are on the right track. I also apply Ctrl + I, but also IL. If you have Ctrl + I, IL should work. Learn to create your own procedural textures for the tree trunk (and generally everything). On the right you have realistic textures, on the left - no. Save the texture and material of the trunk in the library, and then apply them to the trees on the right.

    In a scene with a lock, you stubbornly repeat the previous mistakes. Namely:
    1. Position the camera at eye level. I suggest how to do it. Place a cylinder in front of the camera on the stage, which corresponds to the proportions of the person. For example, in a scene with a lock, a person's height roughly corresponds to the height of the foundation. It depends on the scale of your scene. I usually take the height of the cylinder 18 BU = 180 cm. The size of X and Z = 3 BU. Position the camera so that it is at the level of the head of the "person" (cylinder). Try to make sure that the head of the "person" is located roughly on the horizon. Here, of course, variations are possible. But, looking at your scene, you might think that you have the wings of an angel and fly high above the castle and shoot the landscape onto the camera. Now do you understand why your scene looks unreal and not realistic?

    2. The fact that such mountains does not exist even in the sci-fi world contributes to the feeling of unreality. There are several terrains in the Bryce library. You can use them, or cut your mountains in Y on 3 times, and then increase the overall scale and position them at the optimal distance. And actively use the anti-aliasing and erosion functions in TE.

  • SlepalexSlepalex Posts: 911
    Horo said:

    Yes, manual instancing takes a lot of time but you can place the objects so that they are not hidden behind others and do not collide. Though I can use the IL without crashes, I find the placing works arbitrary and there seems to be no collision detect.

     

    Horo, you are not quite right. Sometimes it is impossible to place objects on the stage so that there are no collisions. In Bryce there is no such function. Sometimes it is necessary to sow plants and plant trees on the same area several times in the event that objects are planted very rarely. And then we can not avoid collisions. But this is not the most difficult thing. I have a lot of experience working with IL. For example, such a case. I set up a brush with 100 objects and click on the terrain several times. In most cases, everything goes fine, but in some cases, one click corresponds to 10-15 clicks. As a result, I have 10-15 trees at one point. In this case, I either completely delete the group and start all over again, or apply the option "Randomize, 2D Disperse". The latter is only possible on horizontal sections, otherwise part of the objects will hang in the air or drown in the ground. Otherwise, only deletion. And after each such operation it is necessary to press Ctrl + S, otherwise the crash will come unexpectedly and you will start all over again.

  • JamahoneyJamahoney Posts: 1,791
    edited November 2017

    I suppose it's also possible that one could take those long-trunked trees that Slepalex notes above, discard the leafs etc., from them, and then take the leafs of short-trunked trees, and replace them onto the long-trunked ones (one, then, isn't limited to the leafs associated to long-trunked sequoia, papaya and palm).

    Jay

    Post edited by Jamahoney on
  • adbcadbc Posts: 3,115

    Horo : about the castle, I see what you mean about the shadows. Thanks for your comment on  the trees, the ones used are Bryce trees, BTO, with Bryce textures.

    Slepalex :  about the trees : the ones on the left do not look real and that's true but these are Bryce textures and of course you're right I should learn how to make my own.

    About the mountains : I'm not stubborn but maybe ignorant, I did read and even wrote down the how to which I don't fully understand but it's worth to try, I never worried about the theory before. 

  • HoroHoro Posts: 10,636
    edited November 2017

    Slepalex - thank you. I had followed Rashad's IL tutorial.

    Jamahoney - what do you mean with replacing the leaves? I only know how to apply other foliage.

    adbc - thanks, but which ones?

    I had to do something different than vegetation for a change. Just a Wings 3D object surrounded by an HDRI that also gives the light. There is no ground plane but a transparent disk that captures shadows and was additionally made a bit reflecting and some bump added to it.

    Golden Moebius

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    Post edited by Horo on
  • adbcadbc Posts: 3,115

    Horo : Great scene, smashing colour and light.

    About the trees : I used the birch on the right side and the default one on the left.

  • adbcadbc Posts: 3,115
    edited November 2017

    Slepalex : I replaced the textures on the trees on the right. 

     

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    Post edited by Chohole on
  • JamahoneyJamahoney Posts: 1,791
    edited November 2017

    That's gorgeous, Horo - the lighting and reflection.

    On the leafs replacement etc.,: with some Bryce trees that can be imported (i.e. Create/Arrow/Trees or Special Trees), it is possible to ungroup such, select their leaf's meshes, and from there - delete/apply/place-replace them on the long-trunked trees that Slepelax mentions. I suppose one could also 'strip' the trees down to their mere trunks in the Tree Lab, and from there apply/place etc.,...as above.

    Nice, AdBc...I want to walk along that path.

    Jay

    Post edited by Jamahoney on
  • mermaid010mermaid010 Posts: 5,485
    edited November 2017

    Adbc – your various attempts at changing the castle are nice and different. When I saw your 1st render I thought those mountains were ruins surrounding the castle. We all see things differently. The trees and path renders are also nice. Good idea to change the textures in your second render, nice foreground foliage.

    C-ram – thanks. Another outstanding, realistic render from you.

    Horo - great forest scene, the foreground foliage is also nice. The abstract is awesome, love the colors.

    Here’s a re-render of an earlier Still Life render, after Horo’s suggestion. Thanks Horo.smiley

     

     

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  • SlepalexSlepalex Posts: 911

    Here’s a re-render of an earlier Still Life render, after Horo’s suggestion. Thanks Horo.smiley

     

    Mermaid, do you see the seam between the repeating (tiling) texture? Move it to the left or make a repetition symmetrical. 

  • adbcadbc Posts: 3,115

    Jamahoney : thanks.

    mermaid010 : thank you, that castle and its surroundings are indeed open for interpretation. Your still life render looks great, I liked the others as well. Slepalex is right about the seam.

     

  • JamahoneyJamahoney Posts: 1,791
    edited November 2017

    Great, Mermaid...the seem, as the visually extraordinaire Slepelax notes, it is a slight distractiion.

    Post edited by Jamahoney on
  • HoroHoro Posts: 10,636
    edited November 2017

    adbc - thanks. I hardly use materials that came over from the Bryce 4 times. Your three scene looks better this way.

    Jamahoney - thank you Jay. Thanks for the explanation. Yes, I do sometimes use tree meshes (from Arbaro, Dryad or so) but most of the time I get a BTO tree and go from there.

    mermaid - thank you. The flowers are much better presented this way. There's still something you might consider: either the aspect ratio a bit more towards portrait or moving the camera up a bit so that the flowers get a bit air and don't cling on the top border. I think if you move the camera up or tilt it a bit upwards so that the tree vase stands on the last visible floor plank, there would be a bit more space on top. Another suggestion would be to move the floor or its material a bit to the left, so that the seam line disappears - oh I see, I'm not the first suggesting that.

    Post edited by Horo on
  • mermaid010mermaid010 Posts: 5,485

    Thanks Slepalex, Adbc, Jay and Horo, thanks for the suggestions too.

  • JamahoneyJamahoney Posts: 1,791

                                                                                                                                                                                                                                                                                                                                                      

  • adbcadbc Posts: 3,115

    Horo : thank you. 

  • mermaid010mermaid010 Posts: 5,485
    edited December 2017

    Third time lucky, laugh thanks for all the suggestions and commentssmileyyes

     

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  • SlepalexSlepalex Posts: 911

    Third time lucky, laugh thanks for all the suggestions and commentssmileyyes

     

    Well! This is quite another matter! 

  • HoroHoro Posts: 10,636
    edited December 2017

    mermaid - a small change for mermaid and a giant leap in appearance laugh

    Three terrains for the gorge and a symmetrical lattice for the connection. Four Bryce trees and three birds (bought ages ago here). A bit fog over the water and a lot of haze. Ambient light by an HDRI (not as backdrop) and the sun for the key light.

    Connected

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  • HansmarHansmar Posts: 2,927

    Nice work, Horo. Quite a change from your normal landscapes.

  • mermaid010mermaid010 Posts: 5,485

    Slepalex - thanks smiley it's so cool to get a render right even after many trials.

    Horo- thanks, seems like the "Space" bug got you, winkThe gorge scene is awesome, love the birds

  • adbcadbc Posts: 3,115

    mermaid010 :  much better image.

    Horo : gorgeous gorges !

  • SlepalexSlepalex Posts: 911
    Horo said:

    Three terrains for the gorge and a symmetrical lattice for the connection. Four Bryce trees and three birds (bought ages ago here). A bit fog over the water and a lot of haze. Ambient light by an HDRI (not as backdrop) and the sun for the key light.

     

    Elegant! Wir müssen etwas in diesem Geist schaffen!
    Elegant! We must create something in this spirit! 

  • mermaid010mermaid010 Posts: 5,485

    Adbc - thanks smiley

  • HoroHoro Posts: 10,636
    edited December 2017

    Hansmar - thank you.

    Mermaid - thank you.

    adbc - thank you.

    Slepalex - thank you, nice you got inspired.

    I got inspired by Slepalex and used again the Giant Sequoia (BTO) and adjusted the trunk and foliage. Additionally, I used another BTO and placed them with the IL (then spent hours finding hovering trees and plant them).

    Fog on Path

    Placing the camera to the right bend in the distance, I rendered a cylindrical panorama (and have an interactive spherical pano on my web site).

    Fog on Path Cylpano

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  • JamahoneyJamahoney Posts: 1,791
    edited December 2017

    Not that you needed a third time, Mermaid, but it looks super now.

    Very nice, Horo...I like that panoramic view.

    A room below (or, should that be 'room above' with the first image) - some 'Clean Lines' ...the title.

    Jay

     

     

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  • JamahoneyJamahoney Posts: 1,791

  • adbcadbc Posts: 3,115

    Horo : very nice image, awesome panorama !

    Jamahoney : Something different, very cool render.

  • JamahoneyJamahoney Posts: 1,791
    edited December 2017

    Cheers, AdBc...it's a view of my apartment...in Barbados (I wish cheeky ): supposing the next rendition should include, as Horo hints, 'interative, panoramic/spherical views..

    Whether one likes it or no, 3D-tech is the future - Sony Oculus Rift (some may make you dizzy, sick-ish,  but it, to most reports, doesn't) - the price, however, of E400/$474 will surely.

    Worlds to explore...at a cost - is it worth it - to discover new expereinces etc., - Hobson's choice.

    Jay

    Post edited by Jamahoney on
  • JamahoneyJamahoney Posts: 1,791
    edited December 2017

     

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