Show Us Your Bryce Renders Part 10

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Comments

  • HansmarHansmar Posts: 1,497

    Jay, Horo, Mermaid: thanks.

    Horo: Great terrains. I don't think I'd like to wander through the barren one, but the latest one looks like a good place to wander about.

    Slepalex: what a pity about the strange thin = invisible effect. Otherwise very nice Nevada render.

    Mermaid: nice kaleidoscope render.

     

  • srieschsriesch Posts: 3,986
    Slepalex said:

    Desert in Nevada.
    Full description here.

    You could add primitives or import a basic stick shape textured with the branch material and manually position them where the missing branch segments would be to solve the problem.  You would likely only need to do that for the 5 largest joshua trees, as the others are too small for the issue to be seen.  It would extra work, but might be worth doing. It is a very nice desert scene.

  • HoroHoro Posts: 6,534
    edited June 23

    Hansmar - thank you. Yeah, I was wandering and fell asleep, woke up the next morning.

    Lake Morning

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    Post edited by Horo on
  • Tim82Tim82 Posts: 678

    @Horo, very nice :)

  • Tim82Tim82 Posts: 678

    i am thinking about packing this model and putting it in the daz store :)

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  • Tim82Tim82 Posts: 678

    i am still setting it up, but here is a quick studio render :)

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  • SlepalexSlepalex Posts: 699
    sriesch said:
    Slepalex said:

    Desert in Nevada.
    Full description here.

     

    You could add primitives or import a basic stick shape textured with the branch material and manually position them where the missing branch segments would be to solve the problem.  You would likely only need to do that for the 5 largest joshua trees, as the others are too small for the issue to be seen.  It would extra work, but might be worth doing. It is a very nice desert scene.

    Thank. But what you are proposing is scratching your left ear with your right hand. This is not our method! laugh

  • SlepalexSlepalex Posts: 699
    Horo said:

    Hansmar - thank you. Yeah, I was wandering and fell asleep, woke up the next morning.

     

    Horo, great atmosphere!

  • SlepalexSlepalex Posts: 699

    Attempt to create a global landscape.
    Description here.

  • HoroHoro Posts: 6,534

    Tim - very nice mushroom house. I wish you success with the Daz store.

    Slepalex - thank you. This is a very nice scene full of vegetation.

  • Tim82Tim82 Posts: 678

    @slepalex, great looking scene :)

  • JamahoneyJamahoney Posts: 1,726
    edited June 25

    These volcanic features, metioned recently (thank you to, I think, Slepalex, some time back), formed the geologic brain to kick in, so had a stab in creating them.

    They are a bit tricky: you take five 'Low Res Round Cubes 12.5%' (from 'Create/Additional Primitives...etc), and then adjust, group, on a horizontal axis, to form a pentagon. Yes, some seems form through, however, the texture ignores them using increased bumpiness etc.,, as sorts.

    A slight, bright 'contact seem' between where columns meet the water is required (which Bryce can do), however, for now...'A natural port'.

    Jay

     

     

     

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    Post edited by Jamahoney on
  • HoroHoro Posts: 6,534

    Jay - I remember that photograph. Very well done scene.

  • Tim82Tim82 Posts: 678

    i had a bit of fun with this :)

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  • SlepalexSlepalex Posts: 699
    Jamahoney said:

    These volcanic features, metioned recently (thank you to, I think, Slepalex, some time back), formed the geologic brain to kick in, so had a stab in creating them.

    They are a bit tricky: you take five 'Low Res Round Cubes 12.5%' (from 'Create/Additional Primitives...etc), and then adjust, group, on a horizontal axis, to form a pentagon. Yes, some seems form through, however, the texture ignores them using increased bumpiness etc.,, as sorts.

    A slight, bright 'contact seem' between where columns meet the water is required (which Bryce can do), however, for now...'A natural port'.

    Jay

    Thanks for your work, Jamahoney! I once tried to create a hexagonal texture (height map) in DTE. Nothing succeeded. Triangles and squares - please! Hexagons - no!
    Your work from primitives is worthy of respect!

  • mermaid010mermaid010 Posts: 2,439
    edited June 25

    Thanks Horo, Tim and Hansmar for the nice comments

    Slepalex - lovely desert landscape, the second render is awesome too

    Horo - beautiful landscape both views are awesome.

    Tim - great look mushroom house, the room is superb love the lighting and general setup.

    Jay - nice experiment with textures and shapes.

    Post edited by mermaid010 on
  • SlepalexSlepalex Posts: 699
    Tim82 said:

    i had a bit of fun with this :)

     

    This is generally similar to the 3ds Max or Cinema render!

  • JamahoneyJamahoney Posts: 1,726
    edited June 25

    Cheers Horo yes

    Tim...wow..being looking at Van Gogh recently???

    Slepalax...many thanks from such a master. I initially started off with a 16-bit digital elevation model (DEM) of pentagonal proportions, and while, okay, further manipuations led to adjusting the angles between each column.

    Mermaid...my foundation...of thanks.

    Jay

    Post edited by Jamahoney on
  • Tim82Tim82 Posts: 678

    @jay, yeah i have been, it is what inspired it :D

    @slepalex, it was renderd in bryce, i am testing a way of using pre baked textures, the end result speaks for its self i would say :)

  • SlepalexSlepalex Posts: 699
    Tim82 said:

    @jay, yeah i have been, it is what inspired it :D

    @slepalex, it was renderd in bryce, i am testing a way of using pre baked textures, the end result speaks for its self i would say :)

    pre baked textures ... I know what it is. I once tried this 10 years ago in 3ds Max. This significantly saves time and resources in Bryce (and not only), is widely used in computer games and gives the illusion of global illumination without the use of complex lighting schemes.
    What program are you baking textures in?

  • Tim82Tim82 Posts: 678

    @slepalex, i use Blender to bake all my textures :)

  • HansmarHansmar Posts: 1,497

    Slepalex: nice landscape, lovely cloud band.

    Jay: very interesting.

    Tim: very good looking render. Your perspectives are much closer to normal than Vincents, but the colours are amazing.

  • HoroHoro Posts: 6,534

    Tim - the room is very nice looking.

    mermaid - thank you.

  • HoroHoro Posts: 6,534
    edited June 26

    A single terrain, water, an HDRI and Bryce clouds and in the distance a lighthouse cobbled together with four cylinders and a cone.

    Harsh Coast

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    Post edited by Horo on
  • mermaid010mermaid010 Posts: 2,439

    Beautiful landscape the water is awesome.

  • Tim82Tim82 Posts: 678

    @Horo, thats a great looking scene :)

  • JamahoneyJamahoney Posts: 1,726

    Cheers, Tim and Hansmar.

    Very atmospheric scene, Horo...and I must learn to do that shoreline effect from one of David's vids.

    Jay

  • SlepalexSlepalex Posts: 699
    Horo said:

    A single terrain, water, an HDRI and Bryce clouds and in the distance a lighthouse cobbled together with four cylinders and a cone.

    Excellent water surface and sea surf.

  • HoroHoro Posts: 6,534
    edited June 28

    mermaid - Tim - Jay - Slepalex - thank you.

    Triple stacked terrain and a tower by Estevez (2005) in the distance. I rarely use the sun in the back of the camera but in this case I put another tower on the mountain in the back and aligned the shadow with the one in the distance to get a radio link.

    Pathless

    I also updated my Haze Line document as PDF and TXT if you're interested. It discusses the issue if the horizon is above the terrain in a landscape render. On my website: Bryce & 3D CG Documents > Mine > Sky > Haze Line

    Pathless.jpg
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    Post edited by Horo on
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