Show Us Your Bryce Renders Part 10
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That's a really cool and interesting landscape! I like it.
Rasberri: Very nice view from that cave.
Horo: Really lovely marine terrain.
Three things should be achived in my picture. First the hair, second changing the texture of the t-shirt and third flying dust visible in the light. I think the first and the second have been achieved, third failed completly.
https://www.daz3d.com/forums/discussion/312371/the-m3d-teens-return-commercial#latestThe hair turned out well.
If I zoom in on the picture, I can see the dust motes, however I only noticed that because you had mentioned it and I was looking for them. Perhaps they would be more noticeable if they were greatly increased in quantity/size?
There is a new challenge for doing an effect like that that I hadn't thought of until just now. Given the common use of Iray renders at this website and the bright noise specks it can produce if you don't give it enough time to finish, somebody (outside of the Bryce forum) might mistake the effect for an incomplete iray render. I did a quick google and possibly making sure the effect is a bit blurrier rather than sharp points might reduce that chance, although that might not be the effect you were going for. Making them more pronounced in a light beam or otherwise unevenly distributed with obvious clear parts of the picture might also eliminate this potential trouble.
adbc - thank you.
sriesch - thank you.
Hansmar - thank you.
Electro-Elvis - the lady looks good, the hair is indeed excellent. The dust particles are few and hardly visible - I thought there was a bit of dirt on my screen but it moved when I moved the picture. I don't know how you made it, an idea would be a 2D-face with an appropriate texture to control transparency and dust. Another possibility could be a cube with a volumetric material; but I think you already tried this.
Electro-Elvis : Awesome render, very realistic hair, and yes I can see the dust.
Horo - awesome terrains and vegetation, the anaglyph is great. I'm getting very addicted to anaglyphs, been watching some 3D - anaglyph videos, I wonder what program these guys use for these video, really amazing stuff.
mermaid - thank you.
I used the scene shown on page 39 (https://www.daz3d.com/forums/discussion/135641/show-us-your-bryce-renders-part-10/p39) and rendered it again with the Specular Method as a sketch. The second image is post processed: strong sharpened and contrast boosted. Though the render looks quite good, the enhanced one looks more dramatic.
Super render, Elvis...and I can easily see the dust particles.
Very unusual, Horo, using just a single monotoned colour...it produces a nice effect.
Jay
Horo : Very nice effect, I like both.
Jay - thank you. I like how the geometry of the terrain is shown. All material options are zero except full specular and halo. The colour hue is from a filter in front of the camera.
adbc - thank you.
Horo: very interesting sketch effect!
I made another landscape + some elements. This is Mars (but after some atmospheric development).
Hansmar - thank you. That crater looks nice with the Mars Rover.
Electro-Elvis : Awesome render, very realistic hair.
Horo - both the sketches are awesome, but the postwork one more dynamic.
Hansmar - nice Mars render, I like the material you used.
I'm not sure if I posted this one before, the sky and mat are from the https://www.bryce-tutorials.info/shop/bryce-7-1-pro-object-clouds-2d-3d/
Hansmar : great Mars render !
mermaid : good looking clouds, nice atmosphere. Well done.
mermaid - well done. Very humid air, great sense of depth, dramatic terrain. The sky fits the landscape nicely.
Viktoria 3 once lit exclusively by specular at full halo (left) and once only by diffuse (right) in a fading mirror box. Max ray depth 2 so there are not too many reflections. This shows that toon and normal objects can be rendered directly in the same scene.
Horo : great render, I can't remember where I saw that image or a similar one before.
Horo - very nice render
Thank you all for your friendly comments. And sriesch and Horo for their suggestions how to achive the effect of flying dust articles. Frankly said, I did not think of a volumetric material nor a 2D face, which would be quite obvious, but these ideas came not in my mind. I just replicated 200 tiny cubes within a certain range and used a mirror material for them.
@Horo: both sketch pictures look good. Of the first one you could think its made with a pencil. The handshaking toon Victoria and the realistic Victoria is an interesting approach.
@Hansmar: Nicely done, the little mars rover should be careful not to go too close the shiny object.
@mermaid010: Beautiful render with a very convincing haze. The clouds look nearly as they were painted.
For once I did not make a scene with a female character :-). The scene is lit by IBL with a HDRI from hdrihaven.com (very good resource for HDRIs). The car is a Daz3D model. The texture for its body is from the original model. I tweaked the rims, the glass, and the chorme parts. The ground floor is a cube with one of David Brinnen's material. You as Bryce wizards will surely recognize that the shadow of the back wall is missing. With it the illusion of reality would be perfect, but I could not figure out how to create it. :-(
adbc - thank you.
mermaid - thank you.
Electro-Elvis - thank you. I think you would have used a better skin on the "real" Viki. The sports car render looks very nice.
Shadow capture: I know and used three methods to create shadows that appear on the floor or a wall of an HDRI. The best method is extremely elaborate (also to describe) and needs a preparation render.
The second is easy; it uses a plane (or 2D-Face) fully transparent and with white diffuse; diffusion controls the shadow darkness. It is lit by a negative parallel light with infinite width from above the ground (or sideways for a wall), without shadow casting and no falloff.
The third method is also easy and works with two 2D-faces or disks that are very close to each other (0.002 BU). The one near the surface to capture the shadows must be 100% transparent and has some diffuse with which the shadow darkness can be controlled. The one nearer to the camera is again fully transparent and has a nearly black diffuse colour (R/G/B ~3) and diffusion is boosted by a negative phased hyper texture (I have a PDF on my website how to make a positive and negative PHT). The amount of diffusion also controls the darkness of the shadows. The 2D-face with the PHT boosted diffuse is actually the negative light source.
@Horo Thank you. Also for the methods you explained. I certainly will give them a try. Attached find the settings I normally use for skin.
Those settings are good to know, Elvis...filed it for potential future use in faces etc. Many thanks.
Jay
@Jamahoney: You are welcome. But I forgot to mention, the most important advice for good looking skin is: use True Ambience!
Electro-Elvis - you're welcome. Thank you for the skin setting. Yes, TA makes the difference here.
If you enter this maze it will take you some time to negotiate through it. A tileable terrain suits the idea of a fading mirror box perfectly.
Electro-Elvis : beautiful sportscar and thanks for the skin settings.
Horo : Very nice effect on the maze scene.
Electro-Elvis - superb render, thanks for comment.
Horo - now that one endless maze, so cool
adbc - thank you.
mermaid - thank you.
@Horo ...nice idea it reminds me of that movie "Labyrinth" :)