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Show Us Your Bryce Renders! Part 2
Posted: 01 December 2012 04:06 PM   [ Ignore ]   [ # 811 ]
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¡ʞuıɥʇ ʇɥƃıɯ noʎ sɐ pɐq sɐ ɟʃɐɥ ʇ,usɐʍ ʇɐɥʇ os ‘ɹoʇıuoɯ ʎɯ ʃǝʌıʍs uɐɔ I

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Posted: 01 December 2012 04:18 PM   [ Ignore ]   [ # 812 ]
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ok last try for Angora

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Posted: 01 December 2012 05:14 PM   [ Ignore ]   [ # 813 ]
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Hey Rareth, that’s pretty damn cool, and congratulations for posting the first true 3D fuzz I’ve seen on these forums :-)

It’s not the same as I meant but it looks good, like a cross between brushed cotton and crushed velvet, and that’s very neat and equally handy to have.  So is there any tips for others wanting it, did you differ from the basic two material method in any way?

I’m really itching to install Bryce again now but I’m choked for space, damn.

BTW, something I want to add for David is that I’m hoping it will be rendered under TA, I always like to judge things under TA because it’s all ambient light.  Just use one light to catch it; once from the front and once from behind.  The real fun with Angora is when you have a relatively dark environment but rim-light it from the side and to the back - great way to test it as well.

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Posted: 01 December 2012 05:36 PM   [ Ignore ]   [ # 814 ]
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I’ve just been eyeballing it, and looking at the full size image you will see the problem I’m hoping Peasant Brinnen can fix with his DTE expertise.

The outer edge of the Volumetric stops as a perfect edge, so there needs to be a way to vary it or at the very least, fade the virtual fibers out before they reach the edge and get cut off.  He somehow needs to be able to control the falloff towards the end of the fibers, kinda like grass gets tapered towards the tip.

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Posted: 01 December 2012 06:31 PM   [ Ignore ]   [ # 815 ]
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pumeco - 01 December 2012 06:24 AM

Well, to be fair you’re trying to do something normally the domain of specialist CAD tools (it’s more an engineers job than an artists job).  What you’re trying to do normally requires the sort of stuff you design robot arms with, and other mechanisms, and the key here is “dynamic constraint modeling” - something you don’t get in standard modelers.

Here’s a video to give you an idea of what “dynamic constraint modeling” does:
http://www.youtube.com/watch?v=rT6pJKAzaWw

The program is free, you can use it as a modeler for Bryce, and it’s available for Linux, Windows, and Mac:
http://sourceforge.net/apps/mediawiki/free-cad/index.php?title=Main_Page

Been playing with it myself, awesome program, but it’s new and doesn’t work properly yet.  But what you can do, is create live and dynamic constraints for your model as you model it, so that, for example, you can effectively test the mechanism on your knife as you model it.  Watch how the bicycle frame behaves as he moves it around - that was due to some simple constraints, but you can create pretty much any type of constraint you wish.  Frustrating if you’re new to it, but cool when you get used to it.  But there are lots of videos already for that program, so it’s not too bad getting into it.

As for the material, cheers, I’ll dig up an example or two.

Thats another weird program I will surely not install.
@David Brinnen: To get the mechanics right you can as well make some parts partially transparent and then you see whats going on.

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Posted: 01 December 2012 07:05 PM   [ Ignore ]   [ # 816 ]
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pumeco - 01 December 2012 05:36 PM

I’ve just been eyeballing it, and looking at the full size image you will see the problem I’m hoping Peasant Brinnen can fix with his DTE expertise.

The outer edge of the Volumetric stops as a perfect edge, so there needs to be a way to vary it or at the very least, fade the virtual fibers out before they reach the edge and get cut off.  He somehow needs to be able to control the falloff towards the end of the fibers, kinda like grass gets tapered towards the tip.

it is in fact two objects the Magus Jacket and a Geoshell of itcreated in DAZ (0.25cm I think) yeah its close as I can get, David could do better,

I need a better clothing item for angora, the magus jacket is not working out… I have sun and atmosphere turned off, its only lit with two spot lights

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Posted: 01 December 2012 07:27 PM   [ Ignore ]   [ # 817 ]
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more wings3d stuff. getting the hang of it I think

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Posted: 01 December 2012 08:03 PM   [ Ignore ]   [ # 818 ]
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ok this one turned out better, 

How did Ron White phrase it… oh yeah…  Diamonds, they’ll shut her up..

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Posted: 01 December 2012 09:03 PM   [ Ignore ]   [ # 819 ]
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ok last one for today, and I am off to sleep

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Posted: 02 December 2012 12:13 AM   [ Ignore ]   [ # 820 ]
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@Rareth:  Those Wings images really look good.  Nice job.

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Posted: 02 December 2012 01:44 AM   [ Ignore ]   [ # 821 ]
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@Rareth - I fully agree with GussNemo. I like the middle one best.

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Posted: 02 December 2012 04:59 AM   [ Ignore ]   [ # 822 ]
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The knotty issue of wool… well, on the left, a Bryce primitive which can handle volumetric material, on the right, a mesh object (one of the additional primitives by Rashad) which can’t.  The same material is applied to each.

In order to make Vickies jacket act like the material on the left, multiple shells are needed stacked about 20 deep with an equivalent 2D blended transparency material applied (world space mapped).  This is possible… but not practical because, one 50 pixel by 50 pixel square of this material in the same light environment as shown would take days to render.  The reason being that each layer requires a +1 increase in maximum ray depth which in turn sends the TA render mode off looking ever deeper into the scene for more light.

This suggest several improvements, the obvious being better handling of volumetric materials with meshes - which is already well represented in Bugtracker by Clay and myself.  (note also the clipping issue where the volume material touches the ground you see some light pixels)

Also… Len’s idea for more selective render settings, so a max ray depth for TA and another for other types of light simulation.  That would be super.

On a different topic… back in the world of hard edged materials.  I’ve remade the handle somewhat.

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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: 02 December 2012 06:20 AM   [ Ignore ]   [ # 823 ]
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Gussnemo and Horo thank you for your comments,  that Diamond Ring did come out rather well,

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Posted: 02 December 2012 06:58 AM   [ Ignore ]   [ # 824 ]
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@David - that fluffy ball came out quite fine. I like the knives. They’re excellent.

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Posted: 02 December 2012 07:21 AM   [ Ignore ]   [ # 825 ]
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well I tried to take the Staff from bryce into Daz and for some reason not all the parts would import, same when trying to export the Group as an OBJ.  so I took the important piece (the wings3d piece) into Hexagon and redid the staff sort of THEN got it into Daz, and applied some existing textures and scaled it up next to a Dummy.


as an after thought maybe I shouldn’t let it be known I can model props

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