Show Us Your Bryce Renders! Part 4
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@mermaid: At this point in time I'm in the same boat of throwing switches and levers to see what results when using HDRIs. I know which one I like using for abstracts, but others are hit and miss. I've also watched many of those videos you referred to, and watch them, and watch them... You got nice results on David's recent tutorial.
@chiisuchianu: That's a very beautiful image.
@mx42b: Very nice image.
@Dave: Like your playing around image.
I don’t know much about the limitations of the ambient channel but here’s my attempt at this tutorial.
Somewhere through the video you mentioned that the ambient color is limited to primary colors. The second one is an experiment with a yellowish color RGB 255,250,205 for the ambient and here’s the result. The color of the cylinder is still white but the light at the bottom on the cylinder and the object is a bit yellowish.
Aye, I should have clarified, the output is limited to full value primary colours. So you can only have, full red, full green and full blue outputs. So that gives the following additional combinations. R+G = yellow. R + B = magenta and G + B = cyan and finally R + G + B which will provide white. Anyhow, that being said, I'm pleased to see you picking up on this topic since it is one which I wondered if anyone would try what with it being in a somewhat tricky topic.
Just something I found interesting & had fun with.. Got the idea from a Vue user on facebook.. Make your terrain in photoshop & use the stained glass texture on it. I used the Bryce antique pot material on it. I knew the terrains could be done in PS but never thought about using the filters on them.
That terrain looks pretty cool. The small blocks feel a bit too ordered to me, but the larger blocks look fantastic.
@mx42b - very nice render.
@TheSavage64 - great mountain and clouds.
@ravynclover - interesting shape for an island.
Thanks. I think we are in the same boat, there is so much to learn but its so much fun too.
@mx42b - lovely render.
@TheSavage64 - cool image, I hope I can get something cool just playing with mountains and clouds
@ravynclover -not sure about the island. maybe a different material, but its interesting how you used ps and a filter.
I think this process shows potential. It is not entirely as straight forwards as I would like, I don't know what is involved in terms of setup as far as other shaders are concerned, but this requires a bit of consideration before going ahead.
Here is another example, probably best viewed full size.
Incredible, clever, can't wait for the tutorial!
Thanks for the responses about me playing with mountains and clouds.
After a bit more playing (especially with the volumetric clouds), this is looking better.
@ravynclover: Had to look at the full version before seeing just how nice that island turned out. The material used for the rocks is spot on, IMHO, and your choice of water fits well.
@Dave: Really nice results. I get the impression of looking up towards a summit.
Thanks Much for the comments.. :-) I didn't really care for the tiny rocks either. What i really liked was the flat tops on the bigger ones. I want to give it another try when I get time & also see if I can draw a similar one in PS.
TheSavage64.. I like the way the sky is looking.
Took the time to try David's high power ambient tutorial and the result is below. Also took the time to try different color setting in global ambient just to see the results. While the cylinder doesn't display any color but, as David said, primary colors, any color setting will be displayed in the surrounding area. A few of those are below as well. I can see something like this used in a space scene where intense lighting might be needed but out of camera view.
@TheSavage64 - landscape looks great and the clouds are just awesome.
@GussNemo - experiments turned out very nicely.
I'm a quite wrapped up with another project, not Bryce but for Bryce, and am a bit behind catching up with the exciting things.
New member here. Spoke with David Brinnen on DeviantArt the other day and he encouraged me to participate on these forums. Been away from graphics for a couple of years, but am happy to be back! Be gentle with the comments....my first render in Bryce 7.
Good to be here.
Art
Whoah! I watched your tutorial today and I must say that it's quite impressive. You seem to have found an unclamped procedural texture (ranging from 1.0 to - value rather than other with range 0.0 to 1.0) remapped it with non clamping operator to -1 to +value, where value depends on the texture scale and position. Also you've proved that some of value inputs (taking grayscale, so called alpha textures) are taking unclamped inputs.
I've rendered several more things with this method and found some new conclusions:
- On render '20' you can see that when you lower the frequency of the 'noise' to values 3-50 you can skip the multiply part.
- Object that seems white is really blue (can bee seen on reflections) however if you export it to *.hdr in current state you won't see a blue cylinder but it will be white (that's because the *.hdr export is also clamped) - the sollution is to darken the scene so that the brightest object won't be white or at the last stage put the black filter in front of the camera and then render (render '20b' + edit '20c')
- The cylinders have cool patterns and that's because I've set the low frequency and used object space mode.
- Adding new node (multiply) in DTE is unnecessary - it's imho better to set the 'distance squared' frequency '(20e') or set alpha scaling on and play with the ambient slider '(20e').
- On render '21' I've booleaned a part of the cylinder and moved a starting point of the texture on the blue cylinder to see the previously mentioned thing further + used glass material with the negative ambient.
- And a little feature request - '22' - I wish I was able just to write a minus behind the texture channel part and input high valuse like 999
Still playing around with the same cloud slab... A few more tweaks and a different mood, so a different subject matter.
@Horo: Thank you. It was fun to do.
@Art: For a first render with Bryce 7, whoa, real nice.
@dwsel: Really like the results. I've copied what you posted, and if I can decipher how to set it up I want to give it a try.
@Dave: Another, wow, nice work. Not only do the clouds look real nice but the pickups aren't anything to sneeze at. Nice job.
@fencepost52 - welcome to this forum. Nice torus knot, well done.
@dwsel_ - interesting experiments.
@TheSavage64 - that cloud pattern is really useful.
@GussNemo - your experiments turned out very nice.
@fencepost52 - Nice torus knot for a 1st render.
@dwsel_ - wow interesting experiments, I wish I understood what you mentioned so I could try it out. It’s so cool when one can take David’s or anyone’s tutorial one take it step further or in your case a few steps forward. Thanks for sharing the screenshots. Hope I can still attempt something.
@TheSavage64 – your cloud experiments are lovely –love the cars too.
There’s my attempt at Bryce Made Easy - Velvet bump recipe - by David Brinnen with some help from David. Thanks
And the second is Bryce 7.1 Pro Advanced - high energy gel light and hue shift trick - by David Brinnen
Cool tut., and technique, David - top image obvious, bottom has object within a bright dome.
Jay
@mermaid010 - nice dfemonostration. The turtle looks like satin.
@Jamahoney - nice renders.
Been awhile since I really played in Bryce but I did a very Quick poster for my Girlfriend about carpooling to work and winning some money...Took me all of 15 minutes...So sad I remember taking 3 weeks or more to do a Picture....I need to get back to 3D more...
@mermaid: Thanks. Your two images turned out well. I especially like your results in the second one, guess it's the object.
@Jay: Is the same car used in both images? Interesting results if that's the case.
@foley: That's a nice poster. Car looks great.
Yep, Guss..same car...couldn't use the Ferrari as my very posh girfriend had been using it....berruuum, berrruuumm ;)
Jay
@Jay: hahaha... I think it very interesting how light can change the color of an object, in this case a car. It appears black in your first image then white in the second. Almost leaves one wondering if it has a chameleon circuit built into it.
Good to see you here, Brian. Nice poster you've made. Glad to hear it gave you some money. I have a question on my mind - for a while, actually, but i don't ask it since you know what's on my mind.
Welcome back Foleypro! Nice car. Hope you are able to spend more time working on 3D stuff again. (hint hint) :-) 3 weeks to 15 minutes, that's a nice render time change! Render times measured in weeks are a pain in the butt. Just did one recently, took almost a week to render to disk because I was testing a giant render size. Then I saved the scene, out of habit including saving the image... which of course was the non-render-to-disk size, on top of the week-long render I had just completed. Whee! at least the power company is happy.
Actually this was a freebie I dont work at my GF's work...She likes what I do in 3d and asked me to do a quikie...I did...so I dint make a dime...But yes I understand what ya all are saying...Soon and I mean soon..It takes a long time...
Again, I am not certain about this one. Only postwork on this one is a couple of tiny fixes on the waterfall.
Some interesting stuff going on here again.
I seem to be missing a lot lately, been a bit busy.
Just thought I'd show my 3 latest offerings.
Got the car models from 3dbar.net. Just smoothed them, changed the colours, added the number plates which I made in Photoshop and rendered them with an HDRI as a backdrop and lighting. The floor on the BMW image is a photo of the inside of my sheds concrete floor mapped on to a terrain object. The Rolls Royce took only 50 mins to render, the BMW took 15 hours. I made the platform and the wheels underneath the Rolls with Bryce primitives. No postwork.
The Gyroscope is all Bryce, no postwork. Pull cord is made from Metaballs.
Render time was 1.5 hours. HDRI lighting plus 1 radial light.
Great render! I always enjoy your work. I will leave it for others to find the faults, if indeed there are any.