Show Us Your Bryce Renders!

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Comments

  • HoroHoro Posts: 10,069
    edited December 1969

    Thanks for the correction. Much appreciated. My brain's getting a bit clouded.

  • ChoholeChohole Posts: 33,604
    edited December 1969

    Horo said:
    Thanks for the correction. Much appreciated. My brain's getting a bit clouded.


    I know that feeling only too well.
  • LordHardDrivenLordHardDriven Posts: 937
    edited December 1969

    @Wilmap, nice renders, I like them too. :)

    @electro-elvis, great job on making use of David's grass tutorial.

    I think if Electro-elvis, has used my tutorial to make that grass, then he has surpassed my abilities by a wide margin!

    Ah my mistake then I thought that when he said your tutorial inspired him he meant that he liked the results of your tutorial snd made it into that scene.

    Well I got a new scene and of course with it came a new problem. This one is based off of the model called Trinity Atrium. I added a couple of characters to give it some life. The first one is with the light setup already predefined in the BCF. The Second one is an HDRI version which I like best. The third one is of course the TA version and that's where the new problem is. It looked like it was doing fine as it progressed but in the end it looked it was one pass short of being complete, or kind of grainy but that's 100%. Took almost 2 days too which kind of frustrates me. Any ideas on what messed me up? I did have boost light on as I thought it only had a problem wirh dimly lit scenes and this scene looked fairly well lit. There is one other thing. Not being certain what the TA optimization slider in the light editor does I turned it all the way up for all the lights in the scene. Thinking the highest setting meant fully optimized.

    The TA version is looking good in terms of statistical light coverage. The grain is disappointing and so is the render time. This is why the 3D Fill lights are so useful because you can get a result very similar to that of the TA version but with no noise and 1/10th the render time. Where are these BCF Files located because I will pull up the scene and throw a 3D Fill at it and show you how well it works. If they came with Bryce5 then I am screwed because that hasnt been on my system in over 5 years. Any ideas?

    Unfortunately the only way to get the BCF's is to buy the item they are associated with. They come as a seperate installer that contain just the striooed down scene file and instructions on how to import and position the model the scene was built for. So like in this case if you wanted to work on the exact same scene you would have to buy the Trinity Atrium model http://www.daz3d.com/shop/trinity-atrium . If you were willing to buy that and show me what you want to show me that would be wonderful of you but I certainly don't expect you to do that just for my benefit.

  • LordHardDrivenLordHardDriven Posts: 937
    edited August 2012

    Horo said:
    Where are these BCF Files located because I will pull up the scene and throw a 3D Fill at it and show you how well it works. If they came with Bryce5 then I am screwed because that hasnt been on my system in over 5 years. Any ideas?

    If I remember correctly, BCFs came with a Studio prop. You purchased a prop and sometimes a BCF was included.

    That's basically correct, the only thing I'd amend is that the BCF's don't sometimes come with the item, they are a set part of the files available for a given product.

    Actually what Pam is saying is more correct as many of the files BCF's are associated with were out before Studio existed and before Daz aguired Bryce. Items such as Village Tribal Huts, Gothic Ruins, Tower Remains, The Tomb or The Courtyard to name a few. My understand was they were designed to coax people out of their comfort zone with Poser in order to get them to try Studio and Bryce.

    Post edited by LordHardDriven on
  • GussNemoGussNemo Posts: 1,855
    edited December 1969

    llena, for a minute I thought your images were ones I'd first toyed around with. I like your results. Here are a couple of my mountains.

    Banded_Mountain1_4.jpg
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    Banded_Mountain_1_01.jpg
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  • GussNemoGussNemo Posts: 1,855
    edited December 1969

    Here are a couple of abstracts following the abstract tutorial in the tutorial thread.

    Multi_Curtains_1.jpg
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    Mixing_Paint_1.jpg
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  • WilmapWilmap Posts: 2,917
    edited December 1969

    I managed to make a cave in a terrain using Boolean.:-)

    Cave2a.jpg
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  • ChoholeChohole Posts: 33,604
    edited December 1969

    Oh well done. Booleans are fun.

  • ChoholeChohole Posts: 33,604
    edited December 1969

    The Hollow Hills

    The_hollow_hills.jpg
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  • Dave SavageDave Savage Posts: 2,433
    edited December 1969

    Horo said:
    My brain's getting a bit clouded.

    But perfectly lit, volumetric clouds no doubt. :cheese:
  • HoroHoro Posts: 10,069
    edited December 1969

    @Pam - A typical Pam render. Very nice!

    @TheSavage64 - yeah, I'm a bright light. :coolsmile:

  • LordHardDrivenLordHardDriven Posts: 937
    edited August 2012

    Horo said:
    @Pam - A typical Pam render. Very nice!

    @TheSavage64 - yeah, I'm a bright light. :coolsmile:

    If you ever find yourself in need of an alter ego you could be, The Illuminator. :)

    Speaking of light I have found myself in situation where I had a radial light in a scene and thought a spot light in the same spot might be better, or vice versa. Is there a way to either change an existing light from one type to another or optionally is there a simple way to get bryce to create a different type of light in the same spot as an existing one?

    Post edited by LordHardDriven on
  • HoroHoro Posts: 10,069
    edited December 1969

    If there a way to either change and existing light from one type to another or optionally is there a simple way to get bryce to create a different type of light in the same spot as an existing one?

    Since you are so friendly to me, I also help you.

    Yes, there is. Select the object you want to change. In the Edit menu, you find a tiny left-right arrow (marked with a red up arrow in the picture). Hold down the left mouse button when the moise is over it, then the tiny thumbnails appear. Still holding down the mouse button, move the mouse over the desired object thumbnail, then let it go and you have your object changed.

    ChangeObj.jpg
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  • kiwi_ggkiwi_gg Posts: 198
    edited December 1969

    In the "Edit" screen midway across the top is a double sided arrow "convert selection to" . Select the object you wish to replace in your scene, click and hold " convert selection to" slide mouse to your selection and release.

    Cheers
    GG

  • kiwi_ggkiwi_gg Posts: 198
    edited December 1969

    @Horo, you obviously type faster than me. Thanks for the s/shot.

    Cheers
    GG

  • HoroHoro Posts: 10,069
    edited August 2012

    kiwi_gg said:
    @Horo, you obviously type faster than me. Thanks for the s/shot.

    Cheers
    GG

    Hey, not typing. Faster screenshot. It's quite tricky to catch them.

    Thanks anyway to help out. Better double than not at all.

    Post edited by Horo on
  • ChoholeChohole Posts: 33,604
    edited December 1969

    OK, now my turn to ask a ligting question. I am trying to revamp a very old scene I did. Have changed quite a bit on it including the sky an sun postion.

    It is meant to be a sunset image. I have the scene set up in diectores view and changing it to camera view throws evrything off, so am leaving it in directors. I have a spot light set up to throw light onto the tree, as the setting sun would, but it is also spilling light onto the ground, which I didn't want, just want to light the trunk and branches of the tree a llittle. Would I be better trying to do this with a parallell light instead.

    bearing in mind of course that I am using Br 5

  • David BrinnenDavid Brinnen Posts: 3,136
    edited December 1969

    chohole said:
    OK, now my turn to ask a ligting question. I am trying to revamp a very old scene I did. Have changed quite a bit on it including the sky an sun postion.

    It is meant to be a sunset image. I have the scene set up in diectores view and changing it to camera view throws evrything off, so am leaving it in directors. I have a spot light set up to throw light onto the tree, as the setting sun would, but it is also spilling light onto the ground, which I didn't want, just want to light the trunk and branches of the tree a llittle. Would I be better trying to do this with a parallell light instead.

    bearing in mind of course that I am using Br 5

    If you strip out the bulk of the content and just post me the basics, I will gladly have a look and a bit of a tinker. I still have Bryce 5 on my PC.

    Also... new tutorial. Bit obscure, not for everyone... quite long...

    Bryce "Nuts and Bolts" - object cubic and spherical mapping - a 30 minute tutorial by David Brinnen

    Also if you have the Spherical Mapper the video shows an imaginative way in which it could be used.

  • David BrinnenDavid Brinnen Posts: 3,136
    edited December 1969

    Also, GussNemo, well done on following the abstract tutorials, the scenes turned out well, I also though your landscapes setups you'd been "toying" with showed a lot of promise. I prefer to keep my scenes simple and as a result, generally prefer simple scenes. Keep up the good work! If you find you need more Bryce tutorials to get your teeth into... here are many http://www.bryce-tutorials.info/bryce-tutorials.html

  • David BrinnenDavid Brinnen Posts: 3,136
    edited December 1969

    Continuing the outlining filter experiments. All Bryce no postwork.

    Av_edge_response1.jpg
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    Av_edge_response2.jpg
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  • ChoholeChohole Posts: 33,604
    edited December 1969

    Ooh err

  • David BrinnenDavid Brinnen Posts: 3,136
    edited December 1969

    chohole said:
    Ooh err

    Is that some kind of response on seeing what I do to poor long suffering Vicky if I can coax her into Bryce?

  • ChoholeChohole Posts: 33,604
    edited December 1969

    Yeah, I was wondering what you had done to her.

  • Dave SavageDave Savage Posts: 2,433
    edited August 2012

    Very simple Bryce scene here.
    Started with the additional primitive and added negative spheres to make my own dice.
    Replicated it randomly, tried (unsuccessfully) to make a felt-like surface and lit it and then added black haze to get it dark at the horizon.
    Rendered with TA, soft shadows and DoF... 22 minutes @ 144 RPP.

    Words added in Photoshop... they are from a song I wrote a few years ago... dice rhymes with Bryce, so I did wonder about doing a re-write but decided not in the end. :-)

    Dice2.jpg
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    Post edited by Dave Savage on
  • Rashad CarterRashad Carter Posts: 1,798
    edited December 1969

    Savage,
    Wow. Looks very nearly like a real photo!!!!!!!

    There is a manner to make velvet, but it requires a negative specular dome. Domes are tricky with TA because of how point lights tend to slow down TA. I will test it out and report back some findings, But here is the basic ideal for the velvet:

    http://www.sharecg.com/v/45476/gallery/5/3D-Model/Velvet-Tutorial-Study-1

    I thought I had an actual thread relating to it but apparently I never actually finished producing it. But anyhow have a look at this and tell me what you think. The magic occurs when you use a dome with 0 diffuse but with a negative specularity setting. In the material editor of the target object you will find that increasing specular tends to darken the material since the specular is now subtracting instead of adding on top of the diffuse. We probably should pick this up in the lighting thread.

    Best of luck!

  • GussNemoGussNemo Posts: 1,855
    edited December 1969

    Thanks, David. Since I don't know how things will turn out, toying is the best word to use.

    And I've been teething on your's and Horo's tutorials since I started working with Bryce. Both of you do a marvelous job on those tutorials. (polishing apples here).

    If I might ask a question, David. You explained in the DTE tutorial on you site that the third channel in the example determines how the first two are blended; if I said this correctly. What I'd like to know if what is the 'D' channel for? Is it another modifier for 'A' and 'B'?

  • David BrinnenDavid Brinnen Posts: 3,136
    edited December 1969

    GussNemo said:
    Thanks, David. Since I don't know how things will turn out, toying is the best word to use.

    And I've been teething on your's and Horo's tutorials since I started working with Bryce. Both of you do a marvelous job on those tutorials. (polishing apples here).

    If I might ask a question, David. You explained in the DTE tutorial on you site that the third channel in the example determines how the first two are blended; if I said this correctly. What I'd like to know if what is the 'D' channel for? Is it another modifier for 'A' and 'B'?

    Each channel can be used on it own.

    In the attached image,

    Diffusion is being controlled by A
    Ambience by B
    Specularity by C
    Metallicity by D

    Then there are two additional combinations or blends. Obtain by holding the control key down when clicking on the B channel or the C channel depending on which one you want.

    The first shown is A and B (seen here on Bump Height) This is a not often used feature that performs a kind of altitude blend. The transition if the altitude blend is object space but the direction is always world space. Which means, it will blend on your object channel A (low down on the object) to channel B (higher up on the object). Making the object taller stretches the transition. Rotating the object, the transition will always remain vertically orientated.

    The second type of mixing, the most useful of all uses A, B and C. In this case the Alpha output of the C channel texture component is used to control the selection of channel A or B. Black Alpha output from C selects channel A and white B. Shades of grey produces intermediate blends.

    I hope that helps and doesn't serve to cause more confusion.

    Image1.jpg
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  • Dave SavageDave Savage Posts: 2,433
    edited August 2012

    Savage,
    Wow. Looks very nearly like a real photo!!!!!!!
    Thanks Rashad, I believe I also need to thank you for supplying the additional primitives used for the basis of the dice. :-)

    There is a manner to make velvet, but it requires a negative specular dome. Domes are tricky with TA because of how point lights tend to slow down TA. I will test it out and report back some findings, But here is the basic ideal for the velvet:

    http://www.sharecg.com/v/45476/gallery/5/3D-Model/Velvet-Tutorial-Study-1

    I thought I had an actual thread relating to it but apparently I never actually finished producing it. But anyhow have a look at this and tell me what you think. The magic occurs when you use a dome with 0 diffuse but with a negative specularity setting. In the material editor of the target object you will find that increasing specular tends to darken the material since the specular is now subtracting instead of adding on top of the diffuse. We probably should pick this up in the lighting thread.

    Best of luck!

    I'll have a look at the ShareCG link a bit later, I've once again stayed up all night "Brycing" and could do with some sleep right now.
    But I'll just say quickly that it was felt I was going for, which is different from velvet as it doesn't really have the same light reflecting properties. I can imagine that a good velvet material would indeed require it's own unique solutions based in special lighting techniques and certainly worth finding out about too.
    But for this, I reworked the material using some of the techniques that David used in his recent grass tutorial. I think it's an improvement, but still not quite right. I also added a more saturated blue hue to the IBL which I think gives the dice a better plastic quality.

    Edited to add: The alteration I did to the felt material pushed the render time up to just over 2 hours.

    DiceAlt.jpg
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    Post edited by Dave Savage on
  • David BrinnenDavid Brinnen Posts: 3,136
    edited December 1969

    Nice dice image Dave (game dice rather than casino dice I note), really cool use of lighting and DOF. Rashad did indeed make some wonderful velvet material, although that was before we got anisotropy - something else, slightly more render efficient, might be possible now.

    I have been trying to figure something out (that renders fast) along these lines using the anisotropic effect, this is as far as I've got.

    Fabric1.jpg
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  • David BrinnenDavid Brinnen Posts: 3,136
    edited December 1969

    Edit. Cross-poster Dave! Felt = grass.... Good thinking, I like it, gives it some fine micro detail.

This discussion has been closed.