The Bryce Beta Scout was a forum here we as testers had access to. That one was either deleted or hidden from us. It was in the old forum.
Basecamp was only open to the few of us in the SC and to that one we still have full read access.
And the bug tracker is still open for all, we just lost our dev status and can’t see the bug comments we had entered that were restricted to view by a few.
These are three different things. Disbanding the beta and SC teams was indeed a very bad move.
I dont know why ou are even continuing to discuss that off-topic issue here. This is the “Show us your render post” and not the “Why cant I do this and that” post.
Yes I wore Hot pants, yes I wore mini skirts, when they first came out. I also wore jeans, tie dye and kaftans, always wore my hair long, still do.
Still have all my folk and protest records, yes I mean records, Vinyl no less, Dylan, Julie Felix, Joan Baez Pete Seeger et al. For the Brits amongst us I was one of those who walked out of the Royal Festival Hall when Dylan brought out an electric guitar for his 2nd set.
And as I said Len, I do have the tee shirt. I still have an old faded Tee shirt with the CND peace sign and “Make love, not War as the slogan.
I have to say you sound like you was quite a cool retro babe, Pam, seriously.
I like women who don’t take shit from anyone, but I still think you should have gone topless as well. I can’t remember what the reasons were, but I’ve seen loads of protests with topless retro babes protesting about stuff, and yup, I Iove the long hair with the braid or headband look, I’ve always called that the Hippie look.
v0 - a version of the original with a free cloud from the Big Sur content file.
v1 - a rapid rendering version using one of Horo’s HDRI for a backdrop.
v2 - thanks to Graham Dretch for pointing out displacement is better behaved in low priority.
Issues, light gets through the back of the displacement effect so something has to sit inside the object to soak up rays that would otherwise pierce the geometry. Displacement does not obey mapping modes correctly for procedural materials. The displaced effect is taken from the material that was used to create the windows. Needless to say, the render times can be long.
v3 - using images taken from the heighmaps of the scraper in v1
v4 - used a spherical mapper to capture a procedural material heightmap on the inside of a cube and then used this as a picture displacement map spherically mapped to create a “cityscape ball”.
v0 - a version of the original with a free cloud from the Big Sur content file.
v1 - a rapid rendering version using one of Horo’s HDRI for a backdrop.
v2 - thanks to Graham Dretch for pointing out displacement is better behaved in low priority.
Issues, light gets through the back of the displacement effect so something has to sit inside the object to soak up rays that would otherwise pierce the geometry. Displacement does not obey mapping modes correctly for procedural materials. The displaced effect is taken from the material that was used to create the windows. Needless to say, the render times can be long.
v3 - using images taken from the heighmaps of the scraper in v1
v4 - used a spherical mapper to capture a procedural material heightmap on the inside of a cube and then used this as a picture displacement map spherically mapped to create a “cityscape ball”.
it all works great following the tutorial till I go to set the texture for reflection to Parametric scaling, then I get nothing, the texture does not apply with parametric scaling.
v0 - a straight forwards DOF setup.
v1 - a little bit more complex, DOF working through mirrors. You have to target the DOF to where the image object appears to get it in focus.
v2 - Here a strange effect, in the rings are two invisible spheres. The first is simply fully transparent, the second also fully transparent with blend transparency. I the IBL tab the DOF effect has been turned off for the background - which is why the image in the background appears sharp while the horizon is definitely blurred. However, the presence of the transparent spheres upsets the IBL setting making the background fuzzy where viewed through the invisible objects. A bug I suspect. Or you can call it a feature if you are feeling generous.
v3 - DOF working in Panoramic 360 projection. Something that was fixed in Bryce 7 and didn’t work before as it should. This scene also takes advantage of pan V.
v4 - normally DOF works from the baseline of the camera and does not take account of angular distance. Here a lens has been used to convert the perspective camera lens to something approximating a fish eye!
Beautiful sets Brandon! I’m not an animation fan (edit: here I mean, I’m not a fan of doing animation in Bryce - not that I don’t like animation - just to clarify), but I can appreciate the effort that has gone into producing these scenes. The lighting too is very good.
Continuing to fiddle with lensing effects. Here with a more subtle lens.