@David
Thanks for the explanation, sounds very interesting and it’s just as well you listed some videos because I still don’t know what you meant, especially the term “modified to normal”.
Off to see the new Bond film tonight but will watch the videos for sure when I get back, cheers!
Oh, well, I should have said, “normal” in the material options, as opposed to being “light”. Anyhow the latest video cuts to the chase and just describes - more or less - the settings used in the last Stanford Dragon render.
@David yes those are the tutorials. although I did not get quite the results you did, still experimenting,
not having the HDRI programs/tools I’ve attempted to work around them with just what is available in Bryce
@David yes those are the tutorials. although I did not get quite the results you did, still experimenting,
not having the HDRI programs/tools I’ve attempted to work around them with just what is available in Bryce
Well, from the results, clearly your work around worked. I just tried to mix things up a bit to show there are more options. Doing it all in Bryce, well I think you gain extra kudos.
@Fhalo - Jamahoney is right, your sunset has style even though you haven’t accomplished what you set out for. In all that haze and clouds, the sun-glow may well get strongly attenuated. It still looks real.
@kiwi_gg - That’s a very nice render. I like the dust stirred up by the beasts. The clouds are excellent. Just the trees at right seem a bit bright to me.
@David - Outstanding renders. I like the dragon more but the Armadillo also came out excellent. Looking forward to the video.
@Rareth - Very nice result. Just the dark foreground clouds don’t look very convincing, they are too small to be so dark. The sky turned out very nicely.
Here’s another render working with David Brinnen’s seashore tutorial. I decided to eliminate dealing with rocks—-I like rocks and rocky coasts but it was distracting my eyes from the surf effect I was after. This is a standard Bryce sky preset, Glorius Morning I think. Vicky’s wearing Steampunk Lady Blaze jacket and Cute3d My princes skit. Jacket texture from Silver Leif textture pack I got in last year’s Vault sale. The birds are close enough to curlews or sandpipers, but they are Ken Gilliands “snipes”. Lkse fom DP’s Mercantile.Hair default Deeta by AprilYsh.
The foamy terrain does not have the fractal added, just basic noise and the same texture as the other terrain and the plane, It’s Waves13 from the Pro Materials. I took out the turquoise ambience and made it more olive. I think the combers turned out well. The shore is textured with David’s Wetter Sand. No postwork, well except for one itty bitty area of a comber to soften the terain edge a pixel or 2.
Even without the more photo realistic approach in the tutorial the sky does affect the appearnce of the waves a great deal. Adjusted reflectivity a tad to unite the 2 terrains and water plane basic “color”.
I also tried out the newer foamy island coast tutorial. Zoomed in as close as possible but the “foam” is badly faceted and unconvincing any closer than from some"miles” away. I noticed in the email ad for StoneMason’s Lava planet that there was orange “lava” very similiar I thought to the island foam, which has me thinking in yet another direction. But I’ll stick with this seashore and the tree trucks for a bit. Iv’e been recuperating from dental surgery so I’ve had time on my hands to fidget with these.
@Fhalo - Jamahoney is right, your sunset has style even though you haven’t accomplished what you set out for. In all that haze and clouds, the sun-glow may well get strongly attenuated. It still looks real.
@kiwi_gg - That’s a very nice render. I like the dust stirred up by the beasts. The clouds are excellent. Just the trees at right seem a bit bright to me.
@David - Outstanding renders. I like the dragon more but the Armadillo also came out excellent. Looking forward to the video.
@Rareth - Very nice result. Just the dark foreground clouds don’t look very convincing, they are too small to be so dark. The sky turned out very nicely.
yes the clouds are a work in progress, the spot light at the sun position is not doing what it is supposed to be doing which is illuminating the underside of the clouds and the shore. I probably missed a setting somwhere.. however a distance liight at the sun position is giving positive results, still tweaking settings… will having something to post shortly
The sky is a result of my not leaving well enough alone. I had wanted to regenerate the HDRI for the sky as per David’s tutorial, but I turned off ALL atmospheric effects by accident (had meant to leave the haze on) and cranked up the sun settings, (disk and glow)
it was an oops moment but I ran with it, the glow around the sun turned our really nice, and changing the haze to a neutral color and the sky color to a very dark blue just enhanced things. needless to say I have it saved to the library for future use
Here’s another render working with David Brinnen’s seashore tutorial. I decided to eliminate dealing with rocks—-I like rocks and rocky coasts but it was distracting my eyes from the surf effect I was after. This is a standard Bryce sky preset, Glorius Morning I think. Vicky’s wearing Steampunk Lady Blaze jacket and Cute3d My princes skit. Jacket texture from Silver Leif textture pack I got in last year’s Vault sale. The birds are close enough to curlews or sandpipers, but they are Ken Gilliands “snipes”. Lkse fom DP’s Mercantile.Hair default Deeta by AprilYsh.
The foamy terrain does not have the fractal added, just basic noise and the same texture as the other terrain and the plane, It’s Waves13 from the Pro Materials. I took out the turquoise ambience and made it more olive. I think the combers turned out well. The shore is textured with David’s Wetter Sand. No postwork, well except for one itty bitty area of a comber to soften the terain edge a pixel or 2.
Even without the more photo realistic approach in the tutorial the sky does affect the appearnce of the waves a great deal. Adjusted reflectivity a tad to unite the 2 terrains and water plane basic “color”.
I also tried out the newer foamy island coast tutorial. Zoomed in as close as possible but the “foam” is badly faceted and unconvincing any closer than from some"miles” away. I noticed in the email ad for StoneMason’s Lava planet that there was orange “lava” very similiar I thought to the island foam, which has me thinking in yet another direction. But I’ll stick with this seashore and the tree trucks for a bit. Iv’e been recuperating from dental surgery so I’ve had time on my hands to fidget with these.
You did an outstanding job with these distant waves, and the whole distant water area where it meets the sky. I was convinced it was a photograph this bit until I read your description.
The foreground wave area I think suffers a bit from the scaling of the foam component. I would suggest using the transformation tools in the mat lab to lower the frequency of that texture component by adjusting the scale. Just an idea.
Good to see you are getting to grips with this tricky subject. I hope your teeth are not giving you too much grief. From my own dental experiences, it can hurt the wallet as much as the gums!
ok same scene tweaked abit, ambience on the clouds adjusted so they are not quite so dark, terrain texture settings tweaked to show some more depth, distant light just in front of the sun globe, set to lightly light up the shore and clouds,
ok same scene tweaked abit, ambience on the clouds adjusted so they are not quite so dark, terrain texture settings tweaked to show some more depth, distant light just in front of the sun globe, set to lightly light up the shore and clouds,
Stunning. I should be following your tutorials not the other way around! This is a beautiful render.
The Stanford xyz dragon converted by Horo in Meshlab.
About four hours to render. Another curvature controlled material lit with Treppenhalle2 HDRI. With a mixture of reflection and gel lights. Instead of a blach cube black haze was used to hide the horizon. View it full sized if you like, it was rendered to large to show the details on the forum.
Like wise for the Happy Buddha, only this time I used a cube instead of haze.
The Stanford xyz dragon converted by Horo in Meshlab.
About four hours to render. Another curvature controlled material lit with Treppenhalle2 HDRI. With a mixture of reflection and gel lights. Instead of a blach cube black haze was used to hide the horizon. View it full sized if you like, it was rendered to large to show the details on the forum.
Like wise for the Happy Buddha, only this time I used a cube instead of haze.