Now Dave, these lines here, that sort of drag down across the water surface are interesting. (don’t get me wrong, it’s an excellent render) but you probably guess by now that what the render engine does with materials is where most of my attention lies. And here, with these lines, it’s a good example of what happens when the virtual normal generated by the bump provides a result that lies on the other side of the surface on which the material is applied (oh for parallax mapping - that would be high up on my wish list of Bryce 8) - dirty fast self occluding parallax mapping working off geometry normals. Anyhow, if you tinker with reflection correction you will find these lines will vanish and you will get instead of a view at 90 degrees to the geometry normal, a reflection instead, devoid of bump effect where the bump gets too extreme. Or lower the bump setting - in the range 10 - 0 it’s almost impossible for the DTE to generate a value capable of breaking the mapping - I would have been more confident but since I unearth the extreme alpha output from DTE - even very low values can be made into virtual geometry breakers.
Edit. On a new page so I will provide a picture to illustrate.
Reflection correction it is then. I have to go out again tonight so I’ll try and remember to set it rendering for when I get home.
Thanks for the tip David.
Reflection correction in this case I don’t think will improve your image, the streaks look almost anisotropic (which I like) - but lowering the bump value might help.
Oh another variation. Last example but with refraction set to 10 on the inner cube, the cube made slightly larger and the FOV of the camera enlarged. (edit: and moved the sun around to change the haze colour via blend with sun haze option)
I think I still need to tweak them a bit but abstracts are abstracts right.
I noticed, David uploaded another video. Thanks
That was quick work! Good… OK here’s another variant, just upped the ray depth to 80 and increased the size of the inner cube to mop up more light, opened out the FOV and finally bolted on Horo’s Extreme Wide Angle lens 300 degrees.
@David: Now that you mention it, I do see a few things in your neon - trip image. Two can’t be talked about, but the object in the center appears, to me, as a tree trying to grow horizontally. It’s either that or someone stuck in a bent backward position expecting a kiss. And no, I see no cubes because of Oding on Minecraft; which I must get back to, so many ores to mine, things to build. Your new videos are really great, and so are the results. During your presentation, you explained why using a sphere for the outer object is harder and won’t give the same results. This is something I had trouble with some time ago when using a sphere to create abstracts. Information better late than sorry.
@Dave: That’s a really nice scene. You’re getting good use out of those new clouds.
@mermaid: Those two look really cool—if cool is said anymore. I see I’ll have to try my hand, sometime.
Beautifully composed image Pam, my only observation is that there seems to be a lack of deep shadows, given the predominant light source of the moon. Of course night images are very tricky. What with rendering being so dependent on light and the night, being, well, traditionally associated with a distinct lack of light.
Dave, your temple looks very good under this sky and whole render has a pleasing painterly quality. (edit, looking at your shadows I see that there appears to be two suns on this world, the effect is very nice due to changes in colour and you’ve captured a lot of detail in the shadow regions) - must have taken a while to render?