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Comments
Mermaid010, Very nice dark space renders. And beautiful flying eagles scene too.
Wonderful abstract NGArtplay. I hope you start feeling better soon.
Great cover for what would be a wonderful magazine, Teobaldo.
Beautiful crater-like terrain under fabulous sky, Horo.
I made a simple terrain render of a lone mountain (self-made in World Machine basic version) and added two military vehicles that came with Vue. A sky that came with Bryce is used.
Thank you Hansmar. Very nicely done lone mountain.
Hansmar - wonderful mountain scene, with the vehicles; thanks for the comment.
Double stacked self made terrain with materials from High Resolution Terrains 2. The water is the ground plane with my material. Sky and ambient light by an HDRI from HDRI Captured Volumetric Skies 1 and the key light by the sun.
Fantastic scene Horo, love it.
Thanks, Horo and Mermaid010.
Thank you mermaid and Hansmar.
The lighting is glorious Horo. It makes the landscape sing.
Hansmar, loving the tanks here. The haze really adds to the realism of the scene.
NGartplay - thank you. Beautifully done scene with the train, I like the light and atmosphere very much.
Horo: The space scene is very beautiful, and the base in the background looks very lonely (it must be somewhat depressing to work there). The terrain with the river looks gorgeous; the vegetation gives me the impression of being a type of moss.
mermaid010: The image with the eagles gives me a feeling of peace and tranquility.
Hansmar: The armored vehicles seem to be patrolling a contaminated area or something like that; the scene conveys a sense of desolation.
NGartplay: The traveling train looks great; the added lights give it a touch of realism.
Thanks Teo!
Thank you Teobaldo.
Wow NGartplay beautiful scene, the atmosphere is awesome, well done.
Teobaldo thanks
Triple stacked in the Terrain Editor as tiles generated terrains and in TE-Filters combined, the lower part is a half height inverted copy, all with materials from High Resolution Terrains 1, 2 & 3. They are within a mirror cube. In front of the camera the EWL (extreme wide-angle lens, here 212° horizontal) from Lenses and Filters. Ambient light by an HDRI from Landscapes under Fantastic Skies and 5 radials within the cave, no sun. A cave with many tunnels.
Wow Horo amazing results, was it a long render.
Thank you mermaid.
Horo, great textures and atmosphere in your cavern.
Calling this Loss of Freedom. I'm using random objects that I previously downloaded to a folder for Bryce. I started with the barbed wire then built the scene around it. The male figure in the background is holding a sphere. I know that it brings other things to mind (because hubby asked me.)
Horo: The cavern turned out spectacular.
NGartplay: The barbed wire scene looks eerie, and the gray tone accentuates it.
Now I'll show you one of my renders: Strange universe
An unknown world in a strange universe, where the laws of physics are not as we know them... and neither is life.
The background is Deep Space by David Brinnen and Horo Wemli; the planet is a sphere with a texture by Bryce; the other objects were made with Structure Synth.
Awesome Teo! The background is explosive and I love the shine on the planet.
mermaid - thank you. Render time 1-1/2 hours.
NGartplay - thank you. Very well done render for this uncertain time of world politics.
Teobaldo - thank you. Really great looking depiction of a strange universe.
NGarplay – I agree the barbed wire and the lighting does make the scene look eerie, nonetheless a very nice render.
Teobaldo –fantastic unknown world.
I used spheres and tori with the mirror mat, light and color by an Hdri from the Hyper Textures Base, the camera is near the objects viewed thru the GWL
mermaid - very nice abstract and interesting to look at.
Thanks Horo
mermaid, the liquidy look and shine of this is so pretty.
Thanks NGartplay
The train, loco, wagons and rails are from Parkside (Jack Tomalin; Cargo, Haulage, Box und Passenger Car), all with my own materials. Sky and ambient light by an HDRI from Sunless HDRI Skies. Two self made terrains with materials from High Resolution Terrains 1 & 2 and Terrain Stacking; the light by the sun.
Great renders everyone!! It's fascinating how good everyone is these days.
I have been working now for a few months on a new-ish idea for volumetrics.
Below two renders. I took a scene from a few years ago featuring a fantastic Bryce model made by Dave Savage. The original, posted to my gallery, was even more overexposed than I realized. anyhow, I tweaked the brightness for this compariosn. This render is ideal for this cloudy study for obvious reasons, but also becasue the horizon is exposed. On the right is a new render. A few minor lighting tweaks...still want a slightly overexposed look. The main difference is the clouds.
Bryce volume slabs have always had a horizon problem in my view, gathering too much at the horizon and never accounting for planetary curvature. The version on the right doesnt curve either, and for that reason it does eventually end. Still this seems more natural to me than everlasting clouds into oblivion.
But I could be wrong.
Bryce cannot import nor export Open VDB files. I've always wanted to bring volume simulations from other apps into Bryce, so in this case I've taken a few months to find a way to model cloud planes with real geometry in Blender, and bring them into Bryce. I ensured that the bases were soft and flat, and the tops were crisp and dynamic in a way not really feasible with slabs in my experience.
Needless to say the polygon statistics are insane, but I've planned carefully.
So my questions are:
1. Do the clouds in the second version look more "natural" than the clouds I accomplished with the regular volume slab? What drawbacks do you observe visually that make one or the other more convincing to you?
2. If these cloud models were made available to the public, would anyone use them?
Generally speaking, they would only be appropriate for intermediate to advanced users. The meshes also are typically just under 2 million triangles per mesh, occupying about 470mb of scene ram each. To accomplish the view we see here, I used two unique cloud planes, instanced them into a grid of 9 plates, and then a third mesh is needed that fills in the distant areas closer to the horizon. There are just as many clouds out of view as there are visible. The three meshes together occupy some 1.5GB of scene ram, and with instancing of the meshes, the scene holds roughly 29 million triangles. With LAA, I still have about 2GB of available space before running out of memory, so still plenty of room for more stuff..trees. grass, etc if I desired.
Feedback is greatly appreciated. Thanks for your time.
Rashad - thank you. Very interesting result of your endeavor to create volumetric clouds. In my opinion, the cloudy sky in both renders looks good and realistic in a way I see them often where I live (in a valley between high mountains up to around 4000 m / 12,000 ft) north and south). If I had to decide, which one of the two I like better I would say the new one looks more dramatic. The original one is a bit more hazy and the new one has very sharp clouds and look somewhat nicer. Yes, the horizon is often difficult to get right, haze can help and some far away mountains can help as well to cover an unrealistic sharp horizon.
Fantastic, realistic scene with the train Horo.
Rashad - thanks. Two lovely scenes, interesting experiment, both are very nice, no preference.