Show Us Your Bryce Renders! Part 2
This discussion has been closed.
Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
PJF, https://www.youtube.com/watch?v=yq6CreKtOcY ?
Interesting idea about the bump, my own theory I'm toying with is that it has something to do with the bump getting "topped" out. When the bump exceeds a certain value the reflection vector can escape from the geometry - or it could... depending on how the "reflection correction" is set. Without reflection correction the vector goes into the adjacent geometry sideways, for TA that might look very bright indeed because it would be like looking down the edge of an infinite plane (the sphere surface having no edge as such). Turn reflection correction on, and this light boosting property of bump vanishes - because the vector can escape from this bright surface. I didn't include this in the video because a) it's a wild speculation and b) probably not many people would even care to know - and the topic is already pretty obscure as it is.
Len, if you get snowed in...
Bryce desert landscape - part 1 - a 15 minute tutorial in two parts by David Brinnen
Bryce desert landscape - part 2 - a 15 minute tutorial in two parts by David Brinnen
Bryce still life project - "capsules" - a 15 minute tutorial by David Brinnen
Bryce lake in a landscape - a 15 minute tutorial by David Brinnen
Bryce shoreline - a 15 minute tutorial by David Brinnen
Bryce DTE > terrain skyscraper - part 1 - a 15 minute tutorial by David Brinnen
Bryce DTE > terrain skyscraper - part 2 - a 15 minute tutorial by David Brinnen
Bryce Depth of Field effect - a 15 minute tutorial by David Brinnen
Bryce Depth of Field effect - for less powerful computers - a video tutorial by David Brinnen
Bryce 'Nuts and Bolts' - using Pan V and Pan H - a video tutorial by David Brinnen
Bryce Abstract 360 HDRI Specular effect - a 15 minute tutorial by David Brinnen
Bryce lighthouse "light beam" effect - a 15 minute tutorial by David Brinnen
Bryce red hot metal effect - a 15 minute tutorial by David Brinnen
Bryce "Nuts and Bolts" - HDRI lighting project - red dragon in a white box - part 1 - a video tutorial by David Brinnen
Bryce "Nuts and Bolts" - HDRI lighting project - red dragon in a white box - part 2 - a video tutorial by David Brinnen
Bryce (TA) True Ambiance still life render of a red dragon - a 15 minute tutorial by David Brinnen
Bryce 10 minute material project - leatherette - a tutorial by David Brinnen
Bryce 10 minute material project - red pearlescent paint - a tutorial by David Brinnen
Bryce 20 minute lighting project - upgrading lighting - a tutorial by David Brinnen
Bryce grass terrains - a 25 minute tutorial by David Brinnen
Bryce light gel underwater effect - a 15 minute tutorial by David Brinnen
Bryce "Nuts and Bolts" - object cubic and spherical mapping - a 30 minute tutorial by David Brinnen
Bryce "Nuts and Bolts" - radial lights - a 30 minute tutorial by David Brinnen
Bryce 10 minute material project - rainbow texture - a tutorial by David Brinnen
Bryce 10 minute material project - using the rainbow texture and scene converter - by David Brinnen
Bryce "Nuts and Bolts" - TA optimised radial lights - a 40 minute tutorial by David Brinnen
Getting a Little Green Man from DAZ Studio to Bryce - a 10 minute tutorial by David Brinnen
Rainbow Vicky effect - a 10 minute tutorial by David Brinnen
Streaming light or "God rays" effect - a 25 minute tutorial by David Brinnen
Bryce "Nuts and Bolts" - TA optimised radial lights advanced - a 15 minute tutorial by David Brinnen
Bryce 25 minute lighting project - upgrading advanced lighting - a tutorial by David Brinnen
Bryce "Nuts and Bolts" - TA RGB response - a 15 minute tutorial by David Brinnen
Bryce 20 scene lighting project - Using IBL with boost light and TA gels - by David Brinnen
Bryce 5 minute scene - TA hue saturation shift trick - a tutorial by David Brinnen
Bryce 20 minute scene lighting project - the Xyzrgb Stanford Dragon - a tutorial by David Brinnen
Bryce 5 minute scene project - turn your Xyzrgb dragon scene into a Vicky scene - by David Brinnen
Bryce 5 minute project - put a label on a jar - a tutorial by David Brinnen
Bryce 20 minute experiment - TA generated caustics - a video by David Brinnen
Bryce 20 minute scene lighting project - TA caustics effect - a tutorial by David Brinnen
8 minute Wings3D project - two part box - a tutorial by David Brinnen
Bryce 30 minute project - using Spherical Mapper to remap from HDRI backdrop onto 2D surfaces - a video by David Brinnen
Bryce 5 minute project - rendering a simple grey scene - a tutorial by David Brinnen
Bryce 15 minute scene - underwater city effect - a tutorial by David Brinnen
Bryce 10 minute scene - underwater city effect - made even more underwatery - by David Brinnen
Bryce 25 minute lighting project - advanced underwater effects - a tutorial by David Brinnen
Bryce "Nuts and Bolts" - material lab channels - an overview by David Brinnen
Using Photoshop or HDRShop to use Masks - Appendix to "making and using masks" - by Horo Wernli
Bryce 15 minute material project - optical illusion moving spots - a tutorial by David Brinnen
Bryce "Nuts and Bolts" - masking and using masks - a 20 minute tutorial by David Brinnen
Bryce 10 minute skylab project - basic sunset effect - a tutorial by David Brinnen
Bryce 25 minute skylab project - adding volume clouds to basic sunset effect - by David Brinnen
Bryce 10 minute skylab project - sunset effect, with clouds and put in a scene - by David Brinnen
Bryce 15 minute lighting project - low pressure sodium lights on a foggy night - by David Brinnen
Bryce 25 minute scene project - wings3D to render to postworks - a video by David Brinnen
Bryce 10 minute project - Wings3D text to Bryce - a tutorial by David Brinnen
Bryce 25 minute scene - anisotropic reflection in a landscape - a tutorial by David Brinnen
Bryce 15 minute scene - using the Spherical Mapper to reduce render time - by David Brinnen
Bryce 10 minute animation project - Kaleidoscope effect - a tutorial by David Brinnen
Bryce 5 minute problem - how to prevent your boat from getting waterlogged? - by David Brinnen
Bryce undocumented feature - the sea foam Easter egg - by David Brinnen
Bryce 15 minute scene - nice light setup using premium rendering - a tutorial by David Brinnen
Bryce 30 minute project - curvature filtering and lighting setups - a tutorial by David Brinnen
Bryce 10 minute project - glowing light emitter object material - a tutorial by David Brinnen
10 minute Wings3D project - making something to import into Bryce - a tutorial by David Brinnen
Bryce 10 minute render project - combine two renders with a mask in PSP8 - by David Brinnen
4 minute Wings 3D project - a quick look at Shell Extrude - a tutorial by David Brinnen
Bryce 30 minute lighting project - obscure lighting experiment - a video by David Brinnen
Bryce 5 minute lighting project - how to set up "obscure" lighting - a tutorial by David Brinnen
Bryce 10 minute lighting project - converting a scene to obscure lighting - a tutorial by David Brinnen
Bryce 10 minute scene project - lighting Eireann.sg's Wings 3D cube - a tutorial by David Brinnen
Bryce 5 minute scene - obscure glows - a tutorial by David Brinnen
Bryce 15 minute scene project - how to set up multiple glowing objects - by David Brinnen
Bryce 15 minute lighting project - specular obscure lighting theory - a video by David Brinnen
Bryce 30 minute project - setting up DS skin textures - initial attempt - by David Brinnen
Bryce 10 minute project - setting up DS skin textures - continued - by David Brinnen
Bryce 5 minute project - setting up DS skin textures - continued to cel effect - by David Brinnen
Bryce 20 minute lighting project - another obscure lighting experiment - a video by David Brinnen
Will keep you going for a while...
@dan - great render (p 62), everything fits in nicely.
@Roland4 - very nice souvenir in box (p 62). The ground plane is nice, too, but a bit busy because it competes with the main subject.
The dead tree (p 66) looks very good. The ground could be improved upon a bit, and the sky. Both look straight out of the library and with a bit of tweaking the appearance could be altered.
@TheSavage64 - the cogwheel (p 63) looks excellent and it is nicely lit.
The blood on the knife (p 64) looks a bit like plastic. It's less the colour and transparency, it's more the edges - the surface tension of the liquid which seems to strong.
Yup, could go as cover for a murder mystery novel (p 66), how about writing it? ;)
@David - interesting effect on the dragon (p 64), the knives look unused, they are on display in the shop, aren't they?
Got to watch that video (p 65) first.
@Rareth - the diamond ring looks great but it looks a bit lost in this large picture. Also the diamond (p 65) is very nicely modeled but a bit lost - lighting is nice (p 66).
@chohole - there is no best tree (p 65), both look great. I prefer the left one because of the snow on the branches and twigs.
@dwsel_ - interesting lens experiments )p 65).
@@GeroblueJim - welcome!
Redone some of the materials and altered the scene slightly.
:cheese:
Savage and David...very nice works with the knifes. How about more 'raw-looking' ones, though - scratches, chips off the edge, missing parts that broke off due to hard surface encounters, dirt...etc. Might give them a more realistic appearance, as they sort of, well, look too 'clinical', too 'perfect'.
Jay
still playing around with lighting I've taken to rentering inside a Box, to completely so all I need to worry about is what Lights I have inside and the ambient color over all.
@David
First the "My Little Pony" thing, and now this, a very girly looking animation.
You need to watch Ghost in the Shell mate, sort out your inner-man :-P
Thanks for those links, and it would be pointless me telling you you ain't human because I've lost count of how many times I've said it already. Who the hell needs box sets anyway! As for the method you described, very cool, and something totally new so I'm totally looking forward to seeing that. One thing I noticed is that you're the opposite of me. While I like to tease over the slightest thing, you're very laid-back and understated about your skills. I've never seen you use comments like "wait until you see it in action" before, so that tells me it's something extra neat.
@Dave
It seems the finishing touches have added to the feel as much as the scene does, and there's no blood, bit it's still ok on this occasion.
@Rareth
No offence, but you're an absolute dog!
40 kilos of fur and slobber...
Looks great, when does the book come out?
Personally, I think there's a lot to be said for designing completely unrealistic scenes. That way it just doesn't matter how impossible the lighting is.
There's Live, There's Memmorex, and then there's Bryce.
Right! All the freedom to the artist. This one looks really stunning. I like every bit of it (even the lens flare, which I usually hate).
I attempted the opposite - make the light somewhat real looking. The model used is The Loading Dock.
Hey, thanks, Horo. I try to make up for my lack of technical expertise through composition. And I'm with you on the lens flare, but every now and then a scene demands it.
I think The Loading Dock looks great. The trick to Bryce lighting (one I have never even approached) is to somehow get the emitted light to mimic light emitted in the "real world". I have tried for years, but I just can't figure out how to get Bryce light (of any sort) to look like that given off by a simple incandescent light bulb.
Bryce "Nuts and Bolts" - Render option Reflection Correction - a 10 minute tutorial by David Brinnen
Len, I have seen Ghost in the Shell, some interesting idea's... Also Lost, which started well and turned to utter dribble. And Full Metal Alchemist... But the mostly, I listen to Radio 4 comedies.
Looks like toon abstract. Got to watch the video. I need a pause from naming the metals.
Interesting find although I only half-understood it because I'm not really up on the HDRI part, I'm at a loss as to what happens with the rays from then on, I think I'd have got it better if you did what you did here, but then rendered a scene with objects using plain-coloured materials; once using the special bump, and once without so that we can see how it's being amplified in a real scenario sort of thing.
I get the idea of it though (I think).
Anyway, let me add something for you to play with if you fancy it.
Think back to the old TA and that horrible effect we had to deal with, the one Rashad aptly labelled "The Wet Look". I tried all sorts of crap to try and get rid of that effect. It ultimately defeated me, so I came to the conclusion it could be reduced but not eliminated. The way I reduced it was using bump in an attempt to scatter the light further across the surface. It does work, but only to a limited extent, and one of the reasons I gave up on it was due to the fact that I didn't (and still don't) have a good enough grasp of the DTE.
The reason the DTE was so important can be explained like this:
Imagine a brick wall, or rather the pattern the bricks are laid on top of each other. Now imagine laying that wall on the floor so that you're looking across it like in your video. Imagine the bricks have a fair bit of space between them, and that they have been converted to elongated spheres. Now imagine those "House of Mirrors" you see at the fairground that make you look like a fat bazzard.
That's what the elongated sphere bump were there for.
When something gets stretched in a mirror, you enlarge the area it normally covers. Your eyes can look ten times the size. So, imagine you wanted to cover-up something annoying like the edge we got with the wet look, something was needed to break the monotony of the edge in order to disguise it. That's what the bump appears to be doing when you make it the right size, or at least I think it was because it made a slight difference.
Two things resulted from using it:
The wet look line got disguised (but only a bit), but when, for example a random pattern was used rather than a brick wall pattern, things began to look much more diffuse, it's exactly the same effect that causes things to look dull in the real world (things can only be rough when they're not smooth, which makes sense). And that lead to the realisation that because the bump was diffusing the reflection, it might not be a bad idea to balance it up with Blurry Reflection as well, because Blurry Reflection, as we all know, can be used even on it's own as a GI trick, and with it, reflection brings in yet more light again.
And that's how more light and softer diffuse surfaces made-up the effect I demonstrated on those test cubes etc. The main problem is that it was mixing TA, Bump, and Blurry Reflection, and we all know what that means for render times - ouch!
Anyway, not for this thread again, sorry about that.
PS:
You just saved some face by seeing GitS, I only hope it was the first one that hadn't been tampered with.
Haven't seen FMA yet, but it's one of those on my list for future viewing.
Good to see you back. Bryce is fun.
Thanks Horo :)
The desert tut. is the next on my list, just doing a few from Peter Hewitt over at bryce-tutorials.info :)
That's a really cool effect dude.
LOL, you were there too, me also!
Well if you actually wrote that book instead of just planning to do it, the proceeds might actually help you to accomplish your main priority? I'm just saying...:)
very creepy, nice!
push-me pull-you tree? ;)
made in Bryce? I am in awe.
Here some I made following your nice example.
pretty pills, and another one of David's wonderful vids to go thru :)
The patio stones look great in my opinion, I mean realistically wet, the only problem I see with that scene is none of the other objects look wet. They need droplets on them or something.
silly, it's the pill with the blue end... ;)
your box of pretties, lovely work.
Santa... YAY!!
Snow already, not a whiff of it here in Derbyshire yet :)
Abstract, like it a lot, great work :)
Snow already, not a whiff of it here in Derbyshire yet :)
Derbyshire! You lucky IanzThingz - you've got hills! And trees! And decent pubs with micro-breweries! I used to love cycling in Derbyshire. You know what the tourist selling point for where I live is? "Big skies" - that's because there's knack all else to look at - other than the "Dangerous roads". Which really should demand your attention. On the plus side, we have interesting clouds. And the North sea - which can do a passable impression of a block of carved slate. And plenty of wind for anyone interested in flying kites. Like Graham, for example.