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Show Us Your Bryce Renders! Part 4
Posted: 10 July 2013 06:28 PM   [ Ignore ]   [ # 1246 ]
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poetman75; The window looks a lot better now…Put one of your shields on your wall that would be cool….Did you know you can make the window so you can see through it??? Its all done with positive and neg. grouping….I am trying to find you an example…......................digging through files….....sorry

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Posted: 10 July 2013 06:30 PM   [ Ignore ]   [ # 1247 ]
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Hey all I just watched a video where cripeman takes textures out of Bryce to use in Carrara is it possible to do in reverse???? like those pretty shaders for example????

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Posted: 10 July 2013 07:01 PM   [ Ignore ]   [ # 1248 ]
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ok here it is in pictures…..1,2,3

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Please remember my comprehension level is not the same as a rocket scientist…
Bryce7Pro-Addict…............Darkside-oholic…......Carrara-wannabee
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Posted: 10 July 2013 08:08 PM   [ Ignore ]   [ # 1249 ]
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bullit35744 - 10 July 2013 07:01 PM

ok here it is in pictures…..1,2,3

Actually it is already that way. There just isn’t any light behind the window. The wall behind the window is normally solid. but I use a saved object similar to what you did above to cut a hole into the rock (you need to make sure all the rocks are set to positive unless you want a jaggedly look). Then I placed the window in front and slightly inside the hole. On the other side is an opening to look out of. I did the same with the door. The door you see in the pic is actually placed inside a cutout in the wall. I make all the models so they can be both used in distance scenes as well as interactive world scenes. This way once a model is built very little changes need to be made to go from scene to scene.

In a way, this is how I think video games should be built. Maybe a dozen or so modular maps that you just input models into a grid to change it from say a dungeon scene to a beach scene. If done properly, you can just stick pieces onto a template and shove it onto the model. Nothing, not even down to a shoelace in my opinion open, in a game world, should be static outside of the textures themselves. Unfortunately we don’t have the proper technology yet to fully handle it. smile

At any rate, I am usually a much simpler concept for my images. smile

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Posted: 10 July 2013 08:16 PM   [ Ignore ]   [ # 1250 ]
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Booleans are fun, and you can get some interesting effects

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Posted: 10 July 2013 08:23 PM   [ Ignore ]   [ # 1251 ]
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bullit35744 - 10 July 2013 06:30 PM

Hey all I just watched a video where cripeman takes textures out of Bryce to use in Carrara is it possible to do in reverse???? like those pretty shaders for example????

I did not now you could import Bryce Textures into Carrara… link to this video please?

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Posted: 10 July 2013 08:35 PM   [ Ignore ]   [ # 1252 ]
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Ok similar image as I posted earlier but with 2 windows and lights added for a nighttime scene. This one took 1 hour and 25 minutes to render.

 

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Posted: 10 July 2013 09:46 PM   [ Ignore ]   [ # 1253 ]
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http://www.youtube.com/watch?v=5b9c4CW2c18  there you go rareth. That’s the one about terrains from Bryce to carrara I am looking for the other one…..although its on you tube under his name cripeman…..found it   http://www.youtube.com/watch?v=2jw5m_aAO4c

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Posted: 11 July 2013 04:03 AM   [ Ignore ]   [ # 1254 ]
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Michael – another magnificent render

TLBKlaus – both your renders are awesome

Inspired by Trish’s renders, I played with metaballs and give it a premium TA render using one of Horo’s Hdri.

Thanks Dave and Michael for your tips. Now to do some breezy ones.

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Posted: 11 July 2013 04:52 AM   [ Ignore ]   [ # 1255 ]
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I see Michael’s amazing artworks has inspired experimenting with multi-replication - excellent!

Just continued with my material experiments, and given the chance, and I got the chance this morning, thought I would share with you some of my findings.  Here the out of range procedural output has yielded another weird effect.

Super metallic effect - making impossible materials - by David Brinnen

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that Bryce Tutorials Info and this Products made by Horo and myself and a link to my gallery at DAZ 3D

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Posted: 11 July 2013 05:57 AM   [ Ignore ]   [ # 1256 ]
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mermaid010 - 11 July 2013 04:03 AM

Michael – another magnificent render

TLBKlaus – both your renders are awesome

Inspired by Trish’s renders, I played with metaballs and give it a premium TA render using one of Horo’s Hdri.

Thanks Dave and Michael for your tips. Now to do some breezy ones.


Very nice! Can’t wait to see the breezy ones!

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Posted: 11 July 2013 05:59 AM   [ Ignore ]   [ # 1257 ]
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David Brinnen - 11 July 2013 04:52 AM

I see Michael’s amazing artworks has inspired experimenting with multi-replication - excellent!

Just continued with my material experiments, and given the chance, and I got the chance this morning, thought I would share with you some of my findings.  Here the out of range procedural output has yielded another weird effect.

Super metallic effect - making impossible materials - by David Brinnen


Pretty cool effect. When you mean out of range, you mean above/below the normal limits?

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Posted: 11 July 2013 06:07 AM   [ Ignore ]   [ # 1258 ]
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@poetman75 - you’re making progreass.

bullit35744 - 10 July 2013 04:59 PM

....so since I am above the ground plane how do I get shadows in??......thanks in advance Trish

Not clear, what you mean. The camera above the ground plane most of the time. You get shadows if there is some prominent light, provided Sun/Moon Shadow intensity in the Sky Lab is at 100.

@Rareth - nicely done.

@mermaid010 - nice flowers.

@David Brinnen - interesting look.

Here’s an interesting oddity, which I haven’t had the time to fully investigate. The plane is a mirror. The objects at right are corrently mirrored, the Utah Teapot is offset by 90° in the mirror, which is really odd.

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Posted: 11 July 2013 06:31 AM   [ Ignore ]   [ # 1259 ]
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Horo - 11 July 2013 06:07 AM

@poetman75 - you’re making progreass.

bullit35744 - 10 July 2013 04:59 PM

....so since I am above the ground plane how do I get shadows in??......thanks in advance Trish

Not clear, what you mean. The camera above the ground plane most of the time. You get shadows if there is some prominent light, provided Sun/Moon Shadow intensity in the Sky Lab is at 100.

@Rareth - nicely done.

@mermaid010 - nice flowers.

@David Brinnen - interesting look.

Here’s an interesting oddity, which I haven’t had the time to fully investigate. The plane is a mirror. The objects at right are corrently mirrored, the Utah Teapot is offset by 90° in the mirror, which is really odd.

very cool effects!

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Posted: 11 July 2013 06:38 AM   [ Ignore ]   [ # 1260 ]
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poetman75 - 11 July 2013 05:59 AM
David Brinnen - 11 July 2013 04:52 AM

I see Michael’s amazing artworks has inspired experimenting with multi-replication - excellent!

Just continued with my material experiments, and given the chance, and I got the chance this morning, thought I would share with you some of my findings.  Here the out of range procedural output has yielded another weird effect.

Super metallic effect - making impossible materials - by David Brinnen


Pretty cool effect. When you mean out of range, you mean above/below the normal limits?

Thanks, yes, exactly so.  Normal limits for metallicity and reflection is in the range 0 to 100.  Using this “trick” that can be extended dramatically in either direction.  There are a few video’s on this newly discovered effect here.

Bryce Made Easy - Velvet bump recipe - by David Brinnen
Bryce 7.1 Pro Advanced - very high power ambient recipe - by David Brinnen
Bryce 7.1 Pro Advanced - high energy gel light and hue shift trick - by David Brinnen
Bryce 7.1 Pro Experiments - Extreme diffuse response - by David Brinnen

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