Show Us Your Bryce Renders! Part 2
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Cross posting again, Len. Well, the issue is more that we were snowed under with fundamental problems, at least in my case, a lot of time was absorbed trying to work out what was wrong with bump mapping/mapping modes. That took up the bulk of the development cycle for me since it seemed the number of people that were both interested in testing it and also capable of understanding the difference between approximate and simulated behaviour was limited. My view is very much that the focus should be on getting the basic building blocks in place before adding more interfaces and labs.
Same here, but unfortunately we all know they don't work like that.
As with all your products I wish you both success with it when it arrives, but only because I can appreciate the work that must have gone into it, and the fact that you two do a heck of a lot for the community.
Well no I'm actually an expert at doing blood (see the pictures below taken at some of my gigs)... just not in Bryce and I wasn't going to spend a lot of time on a throwaway piece of work that I only did as a last minute idea just for laughs. :lol:
You're a make-up artist?
You would think with English being my first and only language I'd be better at it? Oh I suppose I do know a few programming languages if those count...
No, just a gorehound.
Most of the blood comes from a trick I do where I swallow a sword and then when I pull it back out, my mouth is full of blood.
Another good one I used to do regularly was to have someone come on stage halfway through a song with a gun and shoot me in my chest, resulting in an explosive splat of blood from my chest (and another ruined shirt).
@David
To be honest, reading a programming language is probably easier to read than a lot of the stuff I see posted on the internet lately. I'm constantly baffled by the amount of people who post and have never even heard of periods and commas etc (it's just one massive sentence). I'm lucky, I have a PJF spelling and grammar assistant to drop witty remarks - and I learn from it. Question is, who the hell is teaching those others?
@Dave
Wow, that sounds like a great job that does :-)
Yup, gorehound here too - although I try not to talk about it in case it scares my Peasant Girls off.
Just don't get in my way, Savage, that's all. I carry the infamous Bloodhound tattoo on my right arm, and being a gorehound yourself, I trust you know what that means if you piss me off (unless of course you have one too), in which case I'll let you off.
Still playing with trees, pulled the leaves off and trying to make it look wintery, snow touched, etc.
Have tried 2 different ways now. which is best ?
David of course will come along and show me how to do it with just one material, instead of duplicating the tree mesh as I have done with theses 2.
Continuing experiments with lenses. Previous scene with different sky seen through two plano-convex lenses (sphere-cube) with IOR of 1.6. Depth of field recommended, long rendering times expected, higher than default ray depth needed. Single lens element is already visible and when you direct the camera towards light source it gets amplified by the lens system so that the whole image is getting brighter (which should be compensated if the effect is desired).
Could be worth exploring a spectral light Dome like the one I used here in Bryce 6 and beta 7
Diamond Heist
http://www.bryce5.com/details.php?image_id=4053&mode=search
Chimera
http://www.bryce5.com/details.php?image_id=4213&mode=search
Nice results, but I prefer the other way of doing dispersion: http://www.mentis.ca/design/graphics/dispersion/ that can be extended for more smoothness to more spectral bands. It works with any scene, with any light - just these parts with refractive objects have to be rerendered.
@TheSavage64:
These are another great examples of CSG. Pity that the only way to move them to CAD is to convert them to mesh before export.
These stage performances look very nice (if 'nice' is a good word to call that kind of shows ;) )
Oh... and I totally love advertisement renders of various container designs that you make.
Well you could do it with one material maybe... That largely depends on how complex your bark material is and if there is room in the material lab for more channels.
I like the look of the one on the left.
Nice renders, Pammish.
ok new diamond render..
Strange... Bryce 20 minute lighting project - another obscure lighting experiment - a video by David Brinnen
Oooo Pretty..
David this is how the snow is set up on the left hand one, THe Actual bark is just the 2nd texture, which is a jpg tex that came with the original tree.
Looks good. However... be careful using ambient in your renders instead of embracing more holistic lighting solutions.
ok modified the lighting for the ring (again)...
THat looks really good now
thank you I tweaked the diamond mat for just a smidge of diffusion, and reflection,
there is a spot light behind and to the right of the camera with soft edges
and three radial lights above the ring (one red, one blue and one green) off set on the x and z axis from 0 by half a bryce unit
@Dave: Thanks. I took another look and now understand what they're doing.
@Rareth: Those are nice looking diamonds. And the last image of the diamond looks great.
@chohole: I think both of those trees look good. The ground lighting on the left image is lighter, more snow is on that tree, it's framed differently, but I like it. And the right tree, less snow, darker ground lighting, framed different, again. Still looks nice to me.
The dead tree
@dwsel_
Nice organic-looking renders yet again, and thanks for the suggestion, but I'll give the new thread a miss.
A few years back I decided to write a book on this stuff, and today, I decided I'm still going to go ahead and do that. It's something I genuinely love doing so I think it'll make a good first book project for me at some point.
Still, that's for another time, my main priority right now is to get out of England, permanently.
Yes, gone are the days when you could just steal your neighbour's goose and get a free ticket to Australia.
:lol:
Nothing spectacular, I was mainly seeing what I could remember without reading anything or watching any tutorials. I ofund the tutorials on youtube. I'll look at them when I get the chance. I got the sky in and some terrain. But couldn'ty remember how to get texture onto the cube, although I brought the various terrains up.
This one kind of looks like a cover for a murder mystery novel.
It started off as an exercise in making a convincing wet patio material (for the Geo-Fix product posted on the previous page).
If I can get it to look realistic enough, it's another Bryce render that will end up in a trade press advert.
I think it's starting to look good now, but the cement between the flags needs some work yet.
Then I just added some of my recently made models (and the Bryce bullet, which I didn't make), rendered and saved as .hdr.
Looks great from here
Heh. Nobody remembers Lepidus.
Fascinating stuff. I wonder if the bump map is effectively increasing the surface area of the TA light, and maybe even "virtually" projecting the surface into the scene (in that strange way that bump does and doesn't raise a surface).
I miss the mad fiddling. It doesn't help that every time I think I've got a little time for Brycing, there's yet another Brinnen video to watch and absorb.
;-)
I've missed endless Brinnen videos but I too intend to watch that one.
Peter, that time when you commented on those Halobird cube and room tests about it suddenly taking on a very flat, dull surface finish - that was done with microbump. Buggered if I know what Brinnen is up to although I suspect you're right in the increased amount of area having something to do with it.
If he's doing with light what was being done with reflection, I'm guessing you'll not only get more light, but better light.
ah ha! avatar update successful.