Show Us Your Bryce Renders Part 10

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Comments

  • HoroHoro Posts: 10,643
    edited March 2019

    Tim82 - thank you.

    Another landscape with a lake and a stepped or terraced slope on one side - and the anaglyph.

    Terraced Slope

    Terraced Slope Anaglyph

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    TerracedSlopeAna.jpg
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    Post edited by Horo on
  • HansmarHansmar Posts: 2,932
    edited March 2019

    Electro-Elvis: Very good looking lady and even better looking old race-car. Why don’t you give her the car to drive in?

    Horo: both specular renders look very nice. The second one is more dramatic. The maze in the mirror box looks a-maze-ing to me. Your new landscape is also very good. And I think the effect on the handshaking ladies is weird, but interesting.

    Mermaid: nice landscape view. Wonderful soft atmosphere.

    Because of Horo’s example, I started to experiment with lighting as well. Noting as spec(tac)ular as Horo does, but something different at least. The first one is a rerender of my Mars find render with diffuse at -999 and specular at +999. There is some light still in there and the sky provides something as well.

    A similar trick was used in the next one, a grey-tone version of ‘toriflection’.

    Finally, a remake of ‘stairway to heaven’, where I kept the colours on the people. I also changed the sky to get the focus effect in the sky and the lines on the objects, using specular map.

    Hope you like my experiments.

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

    Horo : as usual very good landscape and anaglyph.

    Hansmar : cool experiments.

  • mermaid010mermaid010 Posts: 5,490

    Horo - superb landscape renders, the anaglyph is awesome.

    Hansmar - thanks, nice experiments my fav the Toriflection

  • HoroHoro Posts: 10,643

    Hansmar - thank you. Very interesting results of your experimenting.

    adbc - thank you.

    mermaid - thank you.

  • HansmarHansmar Posts: 2,932
    edited March 2019

    adbc, Mermaid, Horo: thanks.

    I've done some further experimenting. First my 'cracked mirror' with the TA-sketch method described by Horo. I added an additional visible light for a nice effect.

    Second a landscape, where I used a gel at a parallel light to project a picture on the mountain. The mountain consists of two stacked terrains.

    Third, no experiment, simply another version of the Organon city on Mars.

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    dead end valey3a.jpg
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    Organodron city Mars2.jpg
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    Post edited by Hansmar on
  • mermaid010mermaid010 Posts: 5,490

    Hansmar - cool experiments, I like the effect of the cracked mirror.

  • JamahoneyJamahoney Posts: 1,791

    Wonderful texture to the maze walls, Horo ...one would never get out of that maze. Oddly enough, I just started watching the first movie in the trio of The Maze Runner (YouTube trailer link)...very entertaining!

    Jay

  • adbcadbc Posts: 3,115

    Hansmar : nice images, the cracked mirror is something special, cool terrain. The third one has my preference, the sky is wonderful.

  • HoroHoro Posts: 10,643
    edited March 2019

    Hansmar - again cool experiments, the Mars render is very well done.

    Jay - thank you.

    Post edited by Horo on
  • adbcadbc Posts: 3,115
    edited March 2019

    Used the desert temple from Dave Savage for this one.

     

     

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  • JamahoneyJamahoney Posts: 1,791
    edited March 2019

    I know that with Dave's model, one can't go wrong, but I think,  AdBc, you've really clinched the whole scene here perfectly: model's position, camera, colours and terrain...etc.,, where all work together very nicely.

    Jay

    Post edited by Jamahoney on
  • HoroHoro Posts: 10,643
    edited March 2019

    adbc - beautifully done render; everything fits perfectly. I'm just rendering a desert scene but a boring one.

    But first a bit green: double stacked terrain under a reddish sky.

    Rocks and Stones

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    Post edited by Horo on
  • JamahoneyJamahoney Posts: 1,791
    edited March 2019

    Late reply...sorry: Hansmar, I initially preferred the first Mars work better, but on seeing the Organon City work, it is truly futuristic.

    Horo, super double-stacked terrain, and can't wait for the desert (never boring) one.

    Jay

    PS. So many works rendered these days, it's hard to keep-a-pace (so encouraging...keep 'em cumin').

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

    Jamahoney, Horo : thank you for your comment !

    Horo : fantastic double stacked terrain and texture. I'm curious to see the desert one.

  • mermaid010mermaid010 Posts: 5,490

    Adbc - beautiful desert scene.

    Horo - superb render the red sky works well wth terrain material.

  • HoroHoro Posts: 10,643
    edited March 2019

    Jamahoney - thank you Jay.

    adbc - thank you. Desert render below.

    mermaid - thank you.

    WorldCreator (and the former GeoControl) have an option to make the terrain "Seamless". Funny option, not like tiling in Bryce but all four sides of the terrain are the same, just the centre is different. There's a risk that the repetitions get obvious if the four corners have a high mountain. Below I used a terrain I made earlier and had it remade "Seamless" and tiled it as four terrains.

    Deseret

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

    mermaid : thank you.

    Horo : wow, very beautiful desert render, not boring at all !

  • mermaid010mermaid010 Posts: 5,490
    edited March 2019

    Horo - excellent render I agree not boring at all

    I started this tiled terrain using this tutorial: http://calyxa.com/pearl/terraintut/fractaltile.html but I found that there were seams so I changed it a bit but unfortunately there are still seams which are visible in the render, and an anaglyph of the same render.

     

     

     

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  • HoroHoro Posts: 10,643
    edited March 2019

    adbc - thank you.

    mermaid - thank you. Cool spiky mountains and lakes. The anaglyph looks great, a bit low in contrast due to the haze.
    Tiling terrains: for unknown reasons, there are two small borders at right and below the terrain (if looked from above). Make sure the terrain has exactly the size X and Z 81.92 (depending on the resolution, the default size differs slightly, like 81.919 or 81.921). If the terrain size is exactly 81.920, the seams that make the gap are 0.16 BU.
    Now the arrow keys move the terrain by 5.12, if you hold down the Shift key the terrain moves 10.24 and if the Alt key is held down 0.08. So if you have the second terrain exactly over the first one, Shift Arrow (left/right/up/down) 8 times, then Alt key twice in the opposite direction. So to tile to the right, Shift right 8 times, Alt left twice. Once you have all tiles, group them and resize as appropriate; then you can ungroup them if desired.

    I'm always amazed how a few changes give a very different result. Both renders have the same tiled terrains, only the material on them, the lighting and the sky were changed. The camera settings are almost the same and there's the water.

    Muddy Vale

    Ruin at Lake

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    Post edited by Horo on
  • HansmarHansmar Posts: 2,932
    edited March 2019

    I rather significantly reworked an old render (more or less only leaving three items, but not in the same location. And I made two versions of some partly abstract work, where the items (except ladies and dragon) were made using the 'intersect' option on the objects in Bryce. First time I made something with that option. Something to potentially further explore.

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  • adbcadbc Posts: 3,115

    mermaid : great spikey mountains.

    Horo : two superb terrain scenes.

    Hansmar : interesting and unusual results, well done.

  • mermaid010mermaid010 Posts: 5,490

    Horo - thanks for the comment and the info about tiling. Your renders are awesome.

    Hansmar - cool experiments really nice effects

    Adbc - thanks

  • HoroHoro Posts: 10,643
    edited March 2019

    Hansmar - interesting looking remade render. The objects with the cubes is a neat idea and the terrain is Mud Cracks, I think. Both abstracts are very nicely done.

    adbc - thank you.

    mermaid - thank you. 

    The object for this anaglyph was made in Structure Synth quite a while ago. The scene is lit by the Obscure Light method.

    Two Nabla Anaglyph

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    Post edited by Horo on
  • JamahoneyJamahoney Posts: 1,791
    edited March 2019

    Wow, Horo, on the 3D structure synth...would love to create such in an interactive environment (rotate this way, that way...etc.,), but I do understand that is very complex.

    Btw, I paid for a 'ware a long time ago for converting normal video sequenced images in to 3D, but, sadly, lost the link on adding in to a new computer. 

    Jay

    Post edited by Jamahoney on
  • HansmarHansmar Posts: 2,932

    adbc, mermaid, Horo: Thanks. I always like 'unusual'; that is often what I'm aiming for, so glad you see that too,

    Horo: very interesting way to use the Structure Synth objects, even without 3D glasses.

    Jay: of course, Horo, with his mathematical mind can create what he wants in Structure Synth. But, it is not complicated to do trial and error in the tool to see wat strange objects appear. My 'block-tower' in the background of the render with Mud Cracks (indeed, Horo), is also a Structure Synth object. I like the fact, that I have to let chance play an important role in the creation of these objects, due to a lack of understanding / lack of willingness to learn what every option in Structure Synth does.

  • mermaid010mermaid010 Posts: 5,490
    edited March 2019

    Horo -  Wow awesome anaglyph of a Structure Synth model. Recently I have been watching Anaglyph 3D videos and 3D illusion street painting, truly awesome work.

    Here's a previous render of an anaglyph of a floating Taj Mahal, I may have shared it previouslywink

     

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  • HoroHoro Posts: 10,643
    edited March 2019

    Jamahoney - thank you Jay. Well, my mind is not particularly good at math as Hansmar suspects. Structure Synth has many examples, I used one of them, Nabla, and just changed one or two parameters and it came out completely different - it's a bit of cheating. I did once an animation of an "anaglyphed" object I had made in Wings3D. I put it as Flash and - for download - as zipped QuickTime mov file for a limited time on my website: https://horo.ch/guestxchg/Test/h00474.html.

    Hansmar - thank you.

    mermaid - thank you. That's a cool anaglyph of the Taj Mahal. Well done, one suggestion though: if it were vertically centred, it would look a tad better. One gets the impression it is about to float up out of the image frame.

    The objects were made in Wings3D. They stand on a fading disk. A sphere with a desaturated red transparent colour gives the grey-blueish HDRI backdrop a different colour hue. The centre object is a bit difficult to see in the anaglyph at first. The objects are small and the camera FOV is with 140° quite wide so the object is almost at the camera location. I experimented up to FOV 150° but then it gets extremely difficult to squint enough to focus on the nearest part which then appears to be halfway between the screen and the viewer.

    Holed Tori

    Holed Tori Anaglyph

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  • JamahoneyJamahoney Posts: 1,791

    Mermaid, wow, I could almost feel like I could tilt your Taj Mahal 3D model this way or that way.

    Thanks, Horo...and super past 3D works. The complexity I mention would be like those model options sites that allows one to ratate a model (of, say, an asteroid etc.,) this way, that way, but applicable in the 3D (red/blue goggle) sense. Sorry, for confusion!

    Jay

  • adbcadbc Posts: 3,115

    Horo : Excellent last renders and anaglyphs.

    mermaid : Awesome, the floating Taj Mahal.

This discussion has been closed.