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Show Us Your Bryce Renders! Part 4
Posted: 11 July 2013 06:39 AM   [ Ignore ]   [ # 1261 ]
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Horo - 11 July 2013 06:07 AM

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.

Weird and very interesting.

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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 07:07 AM   [ Ignore ]   [ # 1262 ]
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Mermaid; very nice!!!!

David; you are getting some really cool effects!!

Horo; maybe this will help…I rolled the whole scene with the trackball to get the sky shot with the ground plane off….so my shadows are above my scene…...

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Posted: 11 July 2013 08:47 AM   [ Ignore ]   [ # 1263 ]
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Playing with Materials/Textures of rocks just to get a better feel for the Materials and Deep Texture Labs. I think the one on the left would make a nice tile. The one of the right is definitely more rocky. The center one somewhat marine-like texture.


helps if I post the pic. LOL

 

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Posted: 11 July 2013 09:29 AM   [ Ignore ]   [ # 1264 ]
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bullit35744 - 11 July 2013 07:07 AM

Horo; maybe this will help…I rolled the whole scene with the trackball to get the sky shot with the ground plane off….so my shadows are above my scene…...

The shadows in the wire frame view are always on the vertical centre if they are switched on at all. But this is only a help positioning objects. This has nothing to do with the render. In your case where the objects are below, the shadows are above. Nothing to worry about.

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**  [ Stuff by David Brinnen and myself**  [ My DAZ 3D Gallery**  [ My Website**  OPC 4565 **

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Posted: 11 July 2013 09:38 AM   [ Ignore ]   [ # 1265 ]
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Round 2 of the Blimp in the Mountains.

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Posted: 11 July 2013 10:12 AM   [ Ignore ]   [ # 1266 ]
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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 cool!  It’s nice to see a few little gardens springing up here and there!

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Posted: 11 July 2013 10:25 AM   [ Ignore ]   [ # 1267 ]
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All the MetaBall Renders look great.

I however can’t seem to get the hang of it

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Posted: 11 July 2013 10:41 AM   [ Ignore ]   [ # 1268 ]
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Rareth - 11 July 2013 09:38 AM

Round 2 of the Blimp in the Mountains.

very nice!

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Posted: 11 July 2013 10:41 AM   [ Ignore ]   [ # 1269 ]
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Back to some more traditional type Bryce renders as I had to set up a quick landscape this morning to demonstrate a question someone asked on another thread. I’ve played with this a bit today… here’s the result.

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Posted: 11 July 2013 10:43 AM   [ Ignore ]   [ # 1270 ]
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@Rareth - you make progress.

I’ve been experimenting a bit with hatching and outlining. Viky’s head with toon colours and hatchings. The second is a hatch island scene in a psychedelic look, exploiting a uniqueness in Bryce which amazingly doesn’t crash it but gives us these beautiful colours.

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Posted: 11 July 2013 10:47 AM   [ Ignore ]   [ # 1271 ]
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@Dave - very nice. The water is particularly amazing.

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Posted: 11 July 2013 12:34 PM   [ Ignore ]   [ # 1272 ]
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Yay I made a Plastic yard decoration… all I need now is a trailer park to put it in.

 

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Posted: 11 July 2013 01:04 PM   [ Ignore ]   [ # 1273 ]
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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

It really is nice to see more people showing their model experiments, especially the ones with replication or metaballs. 

I really like this super metallic effect…

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Posted: 11 July 2013 01:40 PM   [ Ignore ]   [ # 1274 ]
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@Rareth - nice model, does really look like plastic.

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Posted: 11 July 2013 01:55 PM   [ Ignore ]   [ # 1275 ]
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For those of you interested in metaballs and replication, I’m reposting an old image.  “Venus Comb:” an image composed entirely of metaballs and replication.  (With the exception of the clouds, of course.)  There’s an extremely precise level of control in the subtle movements of the plants, and the inputs for x,y and z in all functions (size, rotation, height, etc) closely represents the way in which many plant cells replicate and divide.  There are many algorithms found in nature that can be applied to the replication process in Bryce - and for me, this makes Bryce such an ideal choice to investigate plant growth patterns.

If this is starting to sound a bit “scientific” for you, let me stress that I’m not approaching this subject as a novice, nor am I randomly experimenting without a plan; I’ve studied matters like this for years and have logged in a great deal of study in pre-medicine and botany at an ivy-league university.  I take a lot of my inspiration from the likes of the 19th century naturalist Ernst Haeckel and his famous renditions of invertebrate creatures (“radiolarians”) and the vastly involving theories of Steven Wolfram, whose book “A New Kind of Science” is always open on my desk.  He explains in great detail the beauty of the Golden Mean and the fibonacci sequences that almost all plants seem to employ, with breathtaking complexity.  I was extremely surprised to see that I was unconsciously using these numbers and sequences in creating my own forms, and it came as a kind of revelation to think that there was a universal message operating on many levels, something that we all can tap into.

I think there’s a certain level of facility that one needs to achieve before really diving off the deep end; that is to say, one must put in the hours of experimentation in order to get a feel for what the replication function can really do.  You (and I) can’t get this all overnight, nor can it simply be read about…  there needs to be a physical interaction and experiment.  I’m really pleased to see what people are achieving here.  I’m eagerly anticipating the experiments that enthusiastic artists like yourselves are going to come up with! 

By its nature, replication utilizes geometry and special number sequences and controls… and an awareness that every construction, whether spiral, radial or otherwise is also a fractal.  You don’t need a fractal-generating program to build spirals…  you can see this by working with your constructions.  Technically, every object and motion in space is defined by fractal geometry; it doesn’t even have to be regular, smooth or self-generating, like the Mandelbrot or Julia sets.  The more you experiment with replication, the greater feel you will have for the workings of Nature…  and your place in it.  You will have a new awareness for how geometry works (and fails, lol). 

If you find certain formulas that give interesting results, write them down.  Repeat the experiment and then alter it.  Remember too what doesn’t work.  Your notes will reinforce your memory and your habits, and then the experiments will come more naturally, and be more easily understood.  This works for whatever you are designing, whether it be plant, architectural or abstract. 

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