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Show Us Your Bryce Renders! Part 2
Posted: 10 December 2012 02:00 AM   [ Ignore ]   [ # 1126 ]
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Here’s my attempt at faking the prism effect.
It’s subtle and not true to physics, but it gives the correct impression and is ridiculously easy to set up with no post work.

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Posted: 10 December 2012 05:53 AM   [ Ignore ]   [ # 1127 ]
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I want to say THANK YOU! to Horo and David!
http://www.daz3d.com/forums/viewthread/13080/

P.S. How long does the download stay?
I have only weekends to download ...

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Posted: 10 December 2012 06:34 AM   [ Ignore ]   [ # 1128 ]
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Rareth - 09 December 2012 10:04 PM

ok did some testing with textures and the specular halo seeing if I could fake the prism effect without doing any post work.

here is where I am so far,

Interesting effect - looks like an iridescence for me:
http://image0-rubylane.s3.amazonaws.com/shops/its-a-basketcase/MR-2085.2L.jpg
http://www.gemgate.com/Diamond/Advanced/Section7/Images/irradiated_diamonds3.jpg
http://en.wikipedia.org/wiki/Iridescence

pumeco - 09 December 2012 05:02 PM

PS: Would love to see that at a higher RPP, would look very nice!

Difficult to perform, because I’ve already hit the maximum. I’d have to render in higher resolution and then downscale

Rashad Carter - 09 December 2012 05:18 PM

Dwsel, Fantastic prism renders all around!!! I wonder if there could be a way to do this without compositing?

Len,
I’m guessing it will only work properly with Boost Light enabled. But only Dwsel can say for sure. Hopefully you’ve begun to change your mind about Boost Light. When used properly it achieves much greater realism in my opinion than TA without Boost Light in most situations.

Dunno… Comping is quicker for me anyway from rendering the image through the complex optical system, and spectral unbiased renderers have my main interest in these areas. That was just the proof of concept of rendering prism and another test of mine to render the real caustics.

This one uses Boost Light, without it would look bland and contrastless. It uses realistic materials (realistic in the meaning that sum of main components is not exceeding 100%) so you won’t get fireflies.

They can appear for example when you hit the object with non-realistic material with 25% light that gets amplified to 125% (5x amplification) then it bounces from another object that material’s reflects 2/5 light strength so the light strength is then 125% * 2/5= 50% and when by accident (random thing depending on light size) it again bounces of the first object it’s again amplified by 5 times, now having the 50% * 5 = 250% strength. The 125% strength can be easily blended using the AA settings and more samples per pixels, but it’s not that simple for 250% light strength and stronger ones.

When I’m dealing with lots of weird/unbalanced materials I sometimes prefer to clamp the output (turn Boost Light off).

_ PJF _ - 09 December 2012 06:44 PM

They were all nested together in one spot and I pulled them apart. I suspect a lot of apparently single crash alerts may be multiples. It happened when I started messing with the materials on one of the “Background” labelled spheres.

David’s gel light noise reduction trick is great at reducing Boost Light horrors, but it’s still bleedin’ noisy compared to normal light.

Ouch….!
That’s bad - hope you haven’t lost your whole setup. The thing with changing material of Background named objects that caused crash sound very reasonable considering the Bryce identifies objects by names not by ID. You might accidentally have tried to change the structure of real background material that doesn’t have specific property you wanted it to have. Have you tried lighting a sphere or cube with the sphere dome light or a single radial with that object in the influence? It might have similar effect.

TheSavage64 - 10 December 2012 02:00 AM

Here’s my attempt at faking the prism effect.
It’s subtle and not true to physics, but it gives the correct impression and is ridiculously easy to set up with no post work.

Nice and soft effect - looking for my eyes similar to the Rashad’s Carter ‘spectral dome’ he mentioned in the post #954 http://www.daz3d.com/forums/viewthread/9770/P945/#184939 (page 64)

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Posted: 10 December 2012 07:18 AM   [ Ignore ]   [ # 1129 ]
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SELF-EDIT: Unsuitable for thread.

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Posted: 10 December 2012 07:22 AM   [ Ignore ]   [ # 1130 ]
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SELF-EDIT: Unsuitable for thread.

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Posted: 10 December 2012 07:24 AM   [ Ignore ]   [ # 1131 ]
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Kerya - 10 December 2012 05:53 AM

I want to say THANK YOU! to Horo and David!
http://www.daz3d.com/forums/viewthread/13080/

P.S. How long does the download stay?
I have only weekends to download ...

You’re more than welcome. At least until the end of the year. If you need more time, just tell us.

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Posted: 10 December 2012 08:23 AM   [ Ignore ]   [ # 1132 ]
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Horo - 10 December 2012 07:24 AM
Kerya - 10 December 2012 05:53 AM

I want to say THANK YOU! to Horo and David!
http://www.daz3d.com/forums/viewthread/13080/

P.S. How long does the download stay?
I have only weekends to download ...

You’re more than welcome. At least until the end of the year. If you need more time, just tell us.

Thank you! End of year is really long enough. smile

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I like Bryce, DazStudio, Poser and Vue ... in alphabetical order. And I would probably like Carrara too, if I could find the time to become acquainted with it. Peace?
Poser and Daz Studio Free Resources Wiki: https://poserdazfreebies.orain.org

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Posted: 10 December 2012 08:42 AM   [ Ignore ]   [ # 1133 ]
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Rashad Carter - 09 December 2012 10:29 PM

Horo,
That’s a very cool surface effect. It somehow pops off the page. The hdri is doing wonderful things in the reflections. Very nice!

Dwsel,
Yummy. Serious loving it. The demonstration looks better than expected. Beyond splendid.

Rareth,
This is a promising preliminary result. If you can find a way to combine this approach with a more traditional one where the diamond looks more like a weighty stone, it might improve things even more. Also you might as well tip the guy onto his side, since rarely in life is a diamond stood up on its pointy end.

Peter,
Terrible crash! Yes, Boost Light is noisy, but it is at least going about the light gathering process in a more genuine manner. Rpp is the simple answer, or maybe some further optimization of David’s again brilliant gel noise solution.

working on getting the mat to be a bit more subtle, more like small flashes of the colors instead of looking like they are,  I’m probably going down a dead end with this, as the specular colors are not being shown on the ground plane its sitting on.. more work to do I think.

edit* well if I make the ground and backdrop just a tad reflective I can see the object, not the same though.

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Posted: 10 December 2012 10:11 AM   [ Ignore ]   [ # 1134 ]
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Grasshopper mind gets easily sidetracked again!

Title: Van Gogh’s football

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Posted: 10 December 2012 10:46 AM   [ Ignore ]   [ # 1135 ]
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ok got the specular halo colors to be a bit less flamboyant.

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Posted: 10 December 2012 11:44 AM   [ Ignore ]   [ # 1136 ]
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And a variation:

Van Gogh’s Bauble.

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Posted: 10 December 2012 12:49 PM   [ Ignore ]   [ # 1137 ]
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TheSavage64 - 10 December 2012 10:11 AM

Grasshopper mind gets easily sidetracked again!

Title: Van Gogh’s football

football or bowlingball?  either way its a nice effect, looks great as does the bauble

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Posted: 10 December 2012 02:29 PM   [ Ignore ]   [ # 1138 ]
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Good to see this thread continues to charge ahead with some really neat and interesting renders.  I particularly like the prism effect.  A pity that the overhead to achieve this is so large.  OK well, I’ve been in and out doing odd jobs, but I left my computer rendering… Here’s another mix and match experiment with some materials and obscure lighting.

The model thanks to Horo for getting that from the Stanford scanning repository and also, thank you Horo for hosting our Christmas gift to the community.  Hope you all find it 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: 10 December 2012 02:32 PM   [ Ignore ]   [ # 1139 ]
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Seaboard

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Posted: 10 December 2012 04:03 PM   [ Ignore ]   [ # 1140 ]
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ok starting to figure out how I got what I did, still tweaking things

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