Show Us Your Bryce Renders Part 10

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Comments

  • HoroHoro Posts: 10,644

    Slepalex - thank you. Yes, but than, it is also a nice challenge to make something with it. Nice dog.

    adbc - thank you. Yes, low polys have edges and curvature needs curvature, not hard hard edges. We observed also that high resolution terrains are less suited for curvature filtering and low-res are often better.

  • mermaid010mermaid010 Posts: 5,492

    Horo  - awesome render, great lighting, the mammoth render is also nice

    Hansmar - nice render, especially the lighting and reflections

    Slepalex - the dog render is also very nice

     

  • SlepalexSlepalex Posts: 911
    Horo said:

    Slepalex - thank you. Yes, but than, it is also a nice challenge to make something with it. Nice dog.

    adbc - thank you. Yes, low polys have edges and curvature needs curvature, not hard hard edges. We observed also that high resolution terrains are less suited for curvature filtering and low-res are often better.

    I think that you are absolutely wrong, Horo. The effect of the curvature filter just shows well on high-resolution models, regardless of whether it is a terrain or any other model.
    The curvature filter program tracks transitions from a positive radius of curvature to a negative one. In other words, from the convex portion of the surface to the concave surface. And the more often a polygonal mesh, the more such junctions can be made, the smaller the radius of curvature of the surface sections and the more noticeable the difference in materials "A" and "B" at the junctions of the radius of curvature from positive to negative. In addition, these transitions from one material to another will be all the more smooth and less noticeable, the more polygons there are in the model.

  • HoroHoro Posts: 10,644

    Slepalex - we might have a misunderstanding here due to my unfortunate example. Curvature works on curved, concave ) and convex ( geometry but not on geometry with hard edges < >. Hi-res terrains can have curved geometry like low-res ones. However, there can be terrains with very hard edged narrow angled ridges (I do terrains 8192 px square and with 32 bit floating point values which are made Bryce compatible after processing). Low-res terrains tend to have the hard edges smoothed while hi-res ones may keep them hard. In the end, it is not a hi- or low-res question but whether there are hard or soft edges. Sorry for the confusion.

     

  • SlepalexSlepalex Posts: 911
    Horo said:

    Slepalex - we might have a misunderstanding here due to my unfortunate example. Curvature works on curved, concave ) and convex ( geometry but not on geometry with hard edges < >. Hi-res terrains can have curved geometry like low-res ones. However, there can be terrains with very hard edged narrow angled ridges (I do terrains 8192 px square and with 32 bit floating point values which are made Bryce compatible after processing). Low-res terrains tend to have the hard edges smoothed while hi-res ones may keep them hard. In the end, it is not a hi- or low-res question but whether there are hard or soft edges. Sorry for the confusion.

     

    Well, I mean exactly that areas with a small radius of curvature should have a denser grid. Then it makes sense to apply a curvature filter. If the rigid edges of narrow-angle ridges additionally have small polygons, then the curvature filter makes sense. Of course, if the polygons are large and the angle between the normals is large enough (up to 90 ° and more), then you are right, the angle turns out to be hard. But this does not depend on the grid density at all.
    In general, it is better to illustrate our statements with examples. I just do not remember what kind of stream I was laying out my work on this topic. Moreover, the translation lost some of the thought.
    Above was an example with a low poly dog.
    And this I have already shown, but I can not find, so I post it again. The material on this highly polygonal dragon is about the same as the one on the dog. Only the on dog can see large polygons from channel "B", which looks very strange. On the dragon, the dark sections from channel "B" appear only on the concave areas, as if they are covered with oxide film. Convex sections, on the contrary, are polished to shine. Therefore, on a high-poly model with sections of a small radius of curvature, such a material looks more natural.

     

    dragon.jpg
    800 x 600 - 121K
  • SlepalexSlepalex Posts: 911

    However, I found this topic. Here about the curvature is fully enough said.

  • HoroHoro Posts: 10,644

    Slepalex - thank you for the link. Yes, we were heavily into curvature last September. Lots to learn.

  •  

     

    a little too blue, i am working on that

    Horo: always good work

    slepalex: nice dog picture

     

    JonnyQuest4.jpg
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  • HansmarHansmar Posts: 2,932

    adbc, Horo, Thanks

    Horo, nice render and very nice texture. But, indeed, low poly it is.

    Slepalex, nice dog

  • HoroHoro Posts: 10,644
    edited January 2018

    yeahrightok - nice Hallicrafters, the blue isn't that bad.

    Hansmar - thank you.

    A year ago I made terrains with roads and the same terrains but the roads only so they can be stacked and giving the roads the material separately. Not as easy to use as hoped so we abandoned the project. A year after the terrains were made, I used one of them for the first time.

    Narrow Lanes

    NarrowLanes.jpg
    1200 x 800 - 212K
    Post edited by Horo on
  •  

    so i cant post a larger picture like you all do

    where are the instructions to do so?

    Thanks

     

  • ChoholeChohole Posts: 33,604

    To start with you need to add an attachment, by clicking on "Attach a file" below the type panel and prowsing to the location of your image on your computer

    Then make the post     ...............    You now should have a thumbnail

    Click on the thumbnail to bring it up to full size.   Right click on the full size image and then select "Copy Image Location"  from the drop down box.

    Next you click the gear icon in the right hand corner of your post and select "Edit"

    Now click on the little picture icon,  up there in the rich text tools  and paste the url  Save the post.

    And I almost forgto, please restrioct your image to Width 800 pixels, as people browse the forums on all sorts of devices and some of them squish images that are wider than that.

      

     

     

  • yeahrightokyeahrightok Posts: 9
    edited January 2018

    not so blue

    JonnyQuest4.jpg
    800 x 531 - 171K
    Post edited by Chohole on
  • thanks Chohole

    i will work on better resolution now

  • SlepalexSlepalex Posts: 911

    yeahrightok said:

    thanks Chohole

    i will work on better resolution now

    I suspect that:
    1. You misunderstood the explanation of Chohole.
    2. You have followed the instructions incorrectly.
    3. Chohole not very clearly explained the order of actions.

    Here is my instruction:
    1. Click on the thumbnail of your image with the right mouse button and select "open in a new window \ tab." Your image will open in a new tab in full size. Select the path to your picture in the address bar and with right button of a mouse copy a way.
    2. Click on the tab of your message and in the upper right corner find the image with the gear (Options), click on the pop-up inscription "Edit". Place the mouse cursor under your text and follow the Chohole instructions. That is, enter your full screen address (URL) in the corresponding field, which you copied earlier and limit the size horizontally to no more than 800 pixels if your picture exceeds this size. Otherwise, you do not need to do this.

     

  • ChoholeChohole Posts: 33,604
    edited January 2018

    I have corrected it for you

    My way works.    It is easy to follow, as long as you click on the thumnail to bring it up to full resolution, and then right click on the large image and copy image location.

     

    Post edited by Chohole on
  • HansmarHansmar Posts: 2,932
    edited January 2018

    yeahrightok: Very nice. Usually, the boat sits the other way in a bottle(top-down) and it most often is a sailboat, but that is part of the fun of your version, which is very original and very well done!

    Horo: Wonderful terrain. Lonely driving. However, to my eyes, the terrain looks a bit shiny in the light parts. Not sure whether I like that. Well, anyway, I guess it must have rained and the rocks are still wet.

    Post edited by Hansmar on
  • adbcadbc Posts: 3,115

    Horo : roads on the terrain, super !

    yeahrightok : nice work

  • HoroHoro Posts: 10,644
    edited January 2018

    yeahrightok - the vessel in the bottle looks good, a bit small in a standing bottle, cool idea nevertheless.

    Hansmar - thank you. Look at the clouds, they suggest that there was rain before.

    adbc - thank you.

    Another landscape with high, snow covered mountains.

    Mountainscape

    Mountainscape.jpg
    1200 x 765 - 249K
    Post edited by Horo on
  • HansmarHansmar Posts: 2,932

    Horo, right, rain before indeed. Wonderful new snow landscape in low sunlight. Brings out the forms very well and gives a nice colour.

  • adbcadbc Posts: 3,115

    Horo :  Great snow covered mountains, special colour effect.

  • mermaid010mermaid010 Posts: 5,492

    Yeahrightok - nice render

    Horo - two great landscape renders, the roads on the terrain is awesome.

  • HoroHoro Posts: 10,644
    edited January 2018

    Hansmar, adbc and mermaid - thank you.

    Another simple terrain, not even stacked. Though not the form but the colours are quite close to a photograph I took some time ago.

    Summits

    And for the anaglyph enthusiasts, here it is again.

    Summits Anaglyph

    Summits.jpg
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    Summits-Ana.jpg
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    Post edited by Horo on
  • HansmarHansmar Posts: 2,932
    edited January 2018

    Nice terrain, Horo.

    I made a space-like render with some strange item from Metacreator and an element from Cloud City. There is a stone, a torus and two piramids. Also a fill light.

    floating.jpg
    1754 x 875 - 1M
    Post edited by Hansmar on
  • HansmarHansmar Posts: 2,932
    edited January 2018

    Here is another abstract. Used an old scene, modified and rendered again.

    fractured worlds.jpg
    1134 x 850 - 834K
    Post edited by Hansmar on
  • adbcadbc Posts: 3,115

    Horo : awesome terrain.

    Hansmar : two great abstract scenes, beaautiful colours on the space one. The second render has some movement illusion in it.

  • HoroHoro Posts: 10,644

    Hansmar - thank you. Interesting space/abstract render with the Odd World figures (didn't know they're from Metacreator). The bright blue one is also very nice, reminds me a bit of a kaleidoscope.

    adbc - thank you.

  • yeahrightokyeahrightok Posts: 9
    edited January 2018

     

     

    Chohole, thank you for the help and Slepalex

     

    3DcubeCartoon.jpg
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    Post edited by Chohole on
  • my problem is i can not make the thumnail larger, to copy it.

  • HoroHoro Posts: 10,644
    edited January 2018

    1. Write your post.
    2. Add picture.
    3. Save post.
    4. Click on thumbnail, the full image is displayed.
    5. Copy the URL from your browser.
    6. Go back to the forum (left arrow in browser in case the image is displayed where the forum was).
    7. Click on the gear symbol top right of your post.
    8. A menu opens with just one single option: Edit.
    9. This opens your post for editting.
    10. Set the cursor where you want the picture appear.
    11. Click on the picture icon on top, this opens a dialog.
    12. Enter the previously saved URL into the field.
    13. Set Width to 800, height adjusts itself according to aspect ratio.
    Optional
    In the dialog (see 13) click on tab Link
    Copy URL into field and set preferred window (this opends the full size picture in the browser tab defined)
    Save post.

    The thumbnail is generated by the forum software from your uploaded picture. Don't use this thunbnail but use the URL from the uploaded picture.

    Post edited by Horo on
This discussion has been closed.