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
and here we have Vicky wearing a black vinyl jacket.. (tranmissions turned off, and 4 rpp still took 27 minutes)
That looks quite convincing!
ok so the lighting for the Vinyl we have a negative specular dome light and a regular dome light, the negative light is setup the same as Rashad's velvet tutorial, the Regular dome has almost the same setting except it has a diffuse of 20 and a specular of 300.
I have a spot light pointing at a sphere under the cloth, and it has a diffuse of 50 and a specular of 150 linear fall off, no soft shadows, no soft edges (you can play with these settings) see light settings (I did not show the negavie specular, as Rashad has already done that)
both light domes are the same size and at the same location, (I in fact copy&pasted; the negative specular one and changes settings) the spot light is off to the side as shown in the wire frame. the mat settings are very simple. I just tweaked things a bit from the velvet. see pics.
rendered in director view, normal rendering (no premium effects, I could have probably turned down the ray depth but it is at the default settings.
The temptation to put her in the basic super suit in Daz then bridge her over to bryce so I could render her in a full body black vinyl cat suit was hard to resist.. but somehow I managed.
And cat ears as well ?
actually more along the lines of a whip and thigh high boots
Oh, right. I know one person who sometimes pulls in this thread would appreciate that. :coolgrin:
ROFL.. oh heck.. hold on, brain just took off after an idea, I need to go catch it..
@Rareth:
'Velvet Test 1' looked too flat for me - maybe that's because negative dome specular was not strong enough?
Velvet 2 is looks already quite usable.
I'm totally loving that play between bump, specular and reflection in your Black Vinyl material. It looks very good as a clothing, and 'convincing' is imho very appropriate word here. I'm wondering how does it look in more colourful environment.
@David Brinnen:
About the second rendering - I don't know what to focus at - both materials are amazing! Very silk-looking dragon, but the reflective circuit material with DOF and HDR is a winner for me ;) These small patches of the floor remind me a holographic foil.
The rubber material:
- 24 - with anisotropic specular
- 25 - regular round one
I don't know where does the problem with sharp line on the sphere and faint on some other surfaces come from... It spoils the smooth look...
thats the next test, as I am currently working on making sure the whole thing isn't a fluke, the material is fine, it is duplicating the lighting that is challenging, I think the reflections are a tad high, as soon as this next render is done I'll show you why..
ok as we can see the vinyl is just a bit too reflective, getting more than specular here might work if I change the diffuse just a bit so it's not full black, then tweak the reflection slider abit to lower it..
Okay, I'll try the alt key thing... but I had 2 ground planes and one terrain area. Now I have 2 terrain areas and one ground plane.
I have a rectangle of sand just under the water, figured out how to flatten the terrain plane, and the two islands are still there.
I had to abandon my grape material test renders yesterday because an urgent(ish) job came in.
A job that took 14 hours to render. :ohh:I would not have enough patience for that and then make it animated.....
I am wondering how much render time it took to create the movie Avatar.
You must be getting money for your renders.
Maybe thats the difference. I am just a hobbyist and try to look at something nice fast.
All of this stuff being made possible with negative specular could have been accomplished through materials if the sliders int he material lab could be made negative for specular. But alas that did not happen even though David did request it for all of the channels. In addition he proposed increasing the ranges beyond 100. Both great ideas.
The Negative Specular dome creates a potential for all different sorts of surfaces other applications can only produce with complex "shaders." Bryce 7 has a lot of new powers doesnt it?
ok here is another Render of Vicky in vinyl...
ok made the vinyl red to see how it turned out..
and one in Daz Studio, just to see whats what..
Yes, I do try and include renders in my paid work where ever possible or practical.
@Rareth: That vinyl look real good. Nice job.
I had to redo my temple image because I'd loused up the lighting and couldn't get it back the way it was at first. If the images display in the proper order, the first one may be the image with the red light washing the mountain sides. This is what I was originally after, but found out if I add soft shadows that red light disappears. The second image, I hope, is with soft shadows added, and you can see how it washes off the red light from the mountain sides. You'll notice too that the red light on the ground is gone. I'd like to add soft shadows but not if it washes off the red light.
Both images were rendered with TA activated, RPP at 144, MRD at 6, TA Scattering Correction activated, No Gamma correction. Sun in the, hopefully, first image is set to 50--the image with red light washing the mountain sides--Sun/Moon Shadows set to 90. The only difference between the red light washing the mountain walls image and the other is Soft Shadows is activated in the second image.
The red light comes from a radial light placed inside a stone with altered material. The diffuse for the radial light is 639, specular is the same. The stone was altered so ambience was set to 100, to help make the stone glow a bit, transparency was set to 100, reflection set to 8.4, and refraction set to 300.
Since I haven't got lighting down pat, or any other form, how can I use soft shadows and still get the red light washing the mountain sides and ground?
In the light lab window for your radial light, there is the option to soften the shadows on it.
Then as long as the soft shadows option is chosen in your render setting, the red light will cast soft shadows.
The scale of your scene will depend to an extant upon how soft the shadows appear, you may need to go all the way up to 100 with them.
Also, using a sphere dome light (the 9th light along on the tool shelf) will soften the shadows more and produce a more diffused light but will increase your render times as it is actually a small cluster of lights so it will have more to calculate.
Office Politics
Well its been a while but i have been checking out David Tuts especially the one about masks well I succeeded and was very happy with results although i did not use it in this images, the cave in this image is created by using a warped reflected sphere and terrain mat floor plane
Thanks Mark, yeah well I'm not very good at stomach bugs and colds, I have a low tolerance for such things.
Erieann's peachy dragon really caught my eye, it almost has the electron microscope look about it. I like that effect very much. Of course Rashad's velvet texture method is very clever. I decided I'd have a play and tired turning the idea on its head by swapping the roles of the lights, but the results were not as good as yours (second image).
Now Dwsel has moved onto rubber... I can't keep pace! Which is a good thing.
First image, still mucking around trapping light inside the surface of objects in a vague hope to simulate SSS without resorting to difficult to replicate double mesh solutions.
@ David the first dragon is stunning the lighting is really something ..... also thanks again for the mask tut i learnt a lot
@Ronald – the king’s treasure renders are fantastic
@Rareth – cool fruit bowl – I like both renders the one in Bryce and Carrara. Your abstract renders are very nice too. so are the still life
@ Dave – awesome organic modeling and the Bonsai tree is beautiful… metaballs and multi-replicate, something I would like to try, hope it’s more fun than frustrating.
@Eireann – your fancy flower is very nice and the dragon render is awesome.
@Horo – Thanks – abstracts are fun to do.
@ GussNemo – I like your temple ... I like the one with the red light.
@ Silver – another amazing, interesting render.
I totally agree. Many of us, me included, work in jobs that are boring and routine. I hope one day I can do the same, make money from my hobby. I could do with the extra bucks, maybe then I can buy David’s and Horo’s goodies.
You all work up there
Eireann work down here
Eireann got nobody to talk to, no one manages poor Eireann, so, Eireann talks to dirt, sometimes talks to walls or talks to ceilings. but dirt is closer, dirt is used through everyone walking on it just like Eireann, but we have come to like it. It is our role, it is our destiny in the universe.
So, sometimes, you see, dirt has insects in it and Eireann likes insects. Not so good for conversation, but much protein for diet :)
Eireann has very sad life, probably has very sad death but at least there is symmetry
I think the secret is to make money out of doing your hobbies. I make my living from designing, making music and magic and it means that when I'm earning money, it's not like having a job.
For render times, it helps to try and organise stuff so that you work on a scene during the day and leave it to render overnight where possible.
It also helps a lot to explore ways to reduce render times with more efficient use of materials, lighting and render settings (I usually do at least half a dozen test plop renders before running the final render to check for minimum noise etc). For instance, there are many times when people will render at 256RPP when the scene would have been no worse for being rendered at 36RPP.I wished I could make money doing 3D stuff but I cant I am lacking the phantasy to make arts. I just look at examples and try to make something similar. Thats why I am enjoying very much creating graphics with Bryce and playing around with it but I could never sell anything of what I make.
I could also never leave my computer on over night. It would make me nervous knowing that my computer is working while I am sleeping. This week I forgot one time to switch the computer off before I go for exercise. When I came back I nearly exploded when I noticed my forgetfulness.
You all work up there
Eireann work down here
Eireann got nobody to talk to, no one manages poor Eireann, so, Eireann talks to dirt, sometimes talks to walls or talks to ceilings. but dirt is closer, dirt is used through everyone walking on it just like Eireann, but we have come to like it. It is our role, it is our destiny in the universe.
So, sometimes, you see, dirt has insects in it and Eireann likes insects. Not so good for conversation, but much protein for diet :)
Eireann has very sad life, probably has very sad death but at least there is symmetry
But Eireann sees beauty where others see no beauty.
Eireann has a talent.
Renders for companion files for DVD2... still a long way off being finished.
Edit, Silverdali, good to here the tuts are being used. In this example, I'm guessing the cavernous background is masked and the pillars and the beats belong to a different render. The scene works very well - again, a guess, the cavern effect was produced using mirrors? And this would not have been compatible with the foreground scene?
Looks great David - especially the next to last image (shoreline 4). Wow...