Terrain Editor and Heightmap Generators for Bryce

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  • mermaid010mermaid010 Posts: 2,435

    Wow Slepalex great examples thanks for sharing, The Paint Box and the Candles on the table are to outstanding renders, awesome lighting and setups. smileyyes

  • HoroHoro Posts: 6,530

    Slepalex - thank you for the DTE/TE examples. Beautiful example renders.

  • Slepalex - Exceptionally amazing terrains. The Paintbox and Candles image rocks. Thanks for posting the examples of images and settings.

  • HoroHoro Posts: 6,530
    edited June 28

    Deleted - wrong topic.

    Post edited by Horo on
  • SlepalexSlepalex Posts: 699
    edited June 30

    Just a sketch. The process is somewhat tedious, but this is an option. I spent a couple of hours.
    So.
    1. Take the primitive "Six Sided Column / Corner Aligned". We clone it (Ctrl + I), duplicate the clone (Alt + I), place it in a certain order and change the height.
    2. Make a render from the top view with "Altitude Mask" and use this image as a height map for three or four terrains with different heights of Y.
    3. Add the surface of water from terrain. Done!
    For this purpose you can take any primitive.

    1.jpg
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    2.jpg
    1024 x 1024 - 69K
    3.jpg
    800 x 600 - 219K
    Post edited by Slepalex on
  • Tim82Tim82 Posts: 677
    edited June 30

    that looked like fun so i had a go :D

    Hex_Terrain.jpg
    1754 x 875 - 1M
    Post edited by Tim82 on
  • HoroHoro Posts: 6,530
    edited June 30

    Slepalex - good idea, your example render looks very good.

    Tim - very nicely done.

    My example is quite crappy. I created a brush and painted directly on the TE. You can render the altitude mask, export the render as BMP and then Add it to the Brushes. Make sure the "ground" in the altitude mask is fully black. If not, the brush will have a "foot".

    BrushTest

    By the way - a brush can also be greyscale, not only black-white. However, if you move the brush, a single colour line is drawn. But if you just click, without moving the brush, you get grey scale.

    MulTerr
    In the example, at right, the brush was moved and the brightest part of the brush picture is used to draw.

    This is an undocumented feature. During the Steering Commettee we asked for greyscale brushes, not only black/white, but it was decided not to include such an option. But we got it! Just don't move, only click.

    BrushTest.jpg
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    MulTerr.jpg
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    Post edited by Horo on
  • Tim82Tim82 Posts: 677

    @Horo, thanks....mine was a bit cheaty, i just modeled a hex in blender and particle instanced it then exported the object, it was very low poly so i could get away with quite a few objects...about 2000 roughly i think!

  • SlepalexSlepalex Posts: 699
    Horo said:

    Slepalex - good idea, your example render looks very good.

    Tim - very nicely done.

    My example is quite crappy. I created a brush and painted directly on the TE. You can render the altitude mask, export the render as BMP and then Add it to the Brushes. Make sure the "ground" in the altitude mask is fully black. If not, the brush will have a "foot".

    In order for the "ground" in the height map to be absolutely black, you need to delete the "Plane" or make it hidden.

  • SlepalexSlepalex Posts: 699
    Tim82 said:

    @Horo, thanks....mine was a bit cheaty, i just modeled a hex in blender and particle instanced it then exported the object, it was very low poly so i could get away with quite a few objects...about 2000 roughly i think!

    Yes ... It turned out that in Bryce it is much easier to do this and you do not need to scratch your left ear with your right hand.smiley

  • SlepalexSlepalex Posts: 699

    I remember the black and white brush in Bryce 5. However, Bryce 7 I have added grayscale brush into a custom library and I have all turned out! In particular, you can add any format, BMP, JPG, etc.

  • Tim82Tim82 Posts: 677

    @Slepalex, no it was much easier to do in blender...it took me less than 3 minutes to model, setup, convert and export ;)

  • mermaid010mermaid010 Posts: 2,435

    Very nice examples from Slepalex, Tim and Horo. I'm still playing in the DTE since Slepalex's last examples.

  • SlepalexSlepalex Posts: 699
    Tim82 said:

    @Slepalex, no it was much easier to do in blender...it took me less than 3 minutes to model, setup, convert and export ;)

    That's not the point. How many 2000 objects from Blender weigh in Bryce? 2 tons. How many 2000 clones of primitive weight in Bryce? 2 grams.

  • Tim82Tim82 Posts: 677

    @Slepalex, the export file size was 1.8mb :) ...that will not hurt bryce at all

  • Slepalex, Tim82, and Horo; Exceptional work! It's great to see different creative approaches and get amazing results across the board. Nicely done. 

  • mermaid010mermaid010 Posts: 2,435
    edited July 1

    I gave this a try too, not a very realistic landscape, but fun to do. The Clouds are from David's Cloudspace 5 pack

     

    terrain-ex-6sidedprim.jpg
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    Post edited by mermaid010 on
  • Tim82Tim82 Posts: 677

    @mermaid010, nice looking scene, great work :)

  • JamahoneyJamahoney Posts: 1,723
    edited July 1

    Wow, some great DTE experiments...and the resultant works by you all are very impressive - all they're short is a giant (aka: the 'Giant's Causeway'). It's an extraordinary feature, but I've never seen the 'Fingal's Cave' in Scotland (link is to Wikipedia).'

    Jay

    Post edited by Jamahoney on
  • HoroHoro Posts: 6,530
    edited July 2

    Slepalex - yes, you're right, no ground means "infinite" far away and hence black.

    mermaid - thank you. Hey! great example. 

    Eugenius - thank you.

    Jay - thanks, here's one for your goggles.

    The terrain (right) was made as a texture in the DTE, the left one is a copy inverted in the TE and mirrored. The same texture (with some colours) was used as material (parametric, size 20 to match) and as bump on the ground plane. Lit by a parallel light from above, an uniform white HDRI and the sun (mostly for the specular on the ground).

    Gadget MoBo

    For the anaglyph, the back of the terrains rest on the ground but the front is tilted to be above the ground.

    Gadget MoBo Anaglyph

    GadgetMoBo.jpg
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    GadgetMoBoAna.jpg
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    Post edited by Horo on
  • mermaid010mermaid010 Posts: 2,435

    Tim - thanks

    Horo - thanks, very elaborate, complex render, the anaglyph is awesome.

  • HoroHoro Posts: 6,530

    mermaid - thank you. Looks elaborate but it was simple, thanks to the DTE that did most of the work. Getting the camera angle and the terrains good for the anaglyph took quite a bit of trial and error.

  • JamahoneyJamahoney Posts: 1,723

    I defintely have to learn more about the DTE...as it really looks like a powerful way to simplify dtm-like effects. I kinda experiment more in adding componants into a render, move them here and there, etc, and while it is time-consuming, the results aren't always disappointing, and feel like I have more control.

    Jay

  • HoroHoro Posts: 6,530
    edited July 5

    Jay - the DTE is the base of Bryce, everything else came later. I assembled the 4 hours of 17 DTE videos by David Brinnen featured on our Mentoring DVD into a (free) PDF document with 84 pages, 888 pictures, 23 MB, available on my website Bryce & 3D CG Documents > Mine > Material > DTE (on top of page).

    As a base, I used the installed material Alien Rocks (Installed > Rocks > line 1 column 8) but only used component 1 and set the frequency to 250 in the DTE. This texture was used as terrain in the TE, once as 1024 and trice as 512 put together in a fading mirror box. For the material, I used the same texture with colours in Ch-A and another textures in Ch-B and yet another in Ch-C to mix them.

    Sheltered Planting

    ShelteredPlanting.jpg
    1200 x 795 - 198K
    Post edited by Horo on
  • JamahoneyJamahoney Posts: 1,723
    edited July 5

    That's amazing, Horo, and will definetely avail of the free PDF you mention. As we cocacally say here, 'thanks-a-mil' (thanks a million yes).

    Jay

    Post edited by Jamahoney on
  • mermaid010mermaid010 Posts: 2,435

    Awesome render Horo, I've being playing in the DTE this weekend, and got some nice results, but I'm trying to workout the fading mirror box part.smiley

  • HoroHoro Posts: 6,530

    Jay - hope it helps ... wink

    mermaid - thank you.

  • mermaid010mermaid010 Posts: 2,435
    edited July 10

    Two examples of terrains using Horo’s and Slepalex examples

     

     

    dte-alienrockex.jpg
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    dte-ex2-horo-slepalex.jpg
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    Post edited by mermaid010 on
  • Tim82Tim82 Posts: 677

    interesting results, nice work!!! :)

  • mermaid010mermaid010 Posts: 2,435

    Thanks Tim smiley

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