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It's best to avoid jpegs when possible as the compression they use can take away from the picture you're trying to save. Unfortunately the forum software doesn't recognize .bmp and so creates the need to convest to I believe either .jpg, .png or .tiff. Either .png or .tiff would be better choices to convert to over .jpg.
It's best to avoid jpegs when possible as the compression they use can take away from the picture you're trying to save. Unfortunately the forum software doesn't recognize .bmp and so creates the need to convest to I believe either .jpg, .png or .tiff. Either .png or .tiff would be better choices to convert to over .jpg.
Thanks! I will remember to use png then, next time.
Having a bit of fun playing around with David & Horo's Deep Space HDRI pack 2 that I picked up during the sale. Model is one I downloaded from the internet and archived on cd back in 2000, not sure if this exact model is still available now. (white star v3.6) Converted from lwo to obj via poseray because that was easier to track down the missing texture files than doing it all in bryce hehe. This WIP image uses the lowest resolution HDRI file but I will be doing a MUCH higher res final render with the highest resolution HDRI for my DA page.
This was also a preliminary test of my home brewed render farm using bryce lightning, 2x core 2 duo 2.4Ghz & 1 core i5 2.6Ghz all running win 7 x64 but I discovered the core i5 can't handle high priority rendering for more than about 30 seconds before it just powers off right in the middle of it. :(
David - that's a great one of Vicky Godzilla!. Got a good laugh out of it.
Here's my latest, a homage to low budget horror films.
There's one soft shadow spot on the girl but the other 8 lights on the lower level are gradient ranged fill lights which to me creates a nice soft diffuse light.The building has an open front so I could use Sky IBL. About 2 and 1/2 hour render (w/ True Ambience @64 RPP) on 4 cores of a MacPro. Full size version can be found here:
http://www.renderosity.com/mod/gallery/media/folder_238/file_2370752.jpg
Credits:
Genesis female w/ V4 GW5 texture maps - DAZ
Hampton Hair - 3DCelebrity
Serendipity outfit - Debra Ross
Strigol Genesis character (the creature) - HAL1
Alchemy Chasm stage prop - DAZ
Keep up the great work everyone!
It is a great honour to have inspired you to this great volcana scene. You are right. The Sky Lab and also the Light Lab are very important. Visual art is about light.
This guy looks a bit sad. Give him a nice world, not just a flat plane. He's bored ;)
Great work on the space scene. Thank you for using the Deep Space HDRI 2. It is very nice to see that it was put to very good use.
Very nice picture but I do agree with LordHardDriven that it looks a bit washed out. This is fine if you intended it to look that way. If you think it could do with a bit more contrast, check that you have not Gamma Correction enabled. It is an easy way to "equalize" a scene but most of the time, it spoils the artwork. Also Ambience for the materials tends to remove saturation. Then there is the Shadow Intensity in the Sky Lab - if set low, the shadows get quite bright. Finally, Sky Dome is a radial light in the zenith that casts no shadows. Most of the time, the results are better if it is set to black.
This advice is only if you would like to have more contrast. If you intended it the way it is, it is good. You did a great job on the breaking waves on the rocks and also the cloud. It seems to be interfering with the houses. The lights in the houses are spot on.
@mermaid010 - good work on the light rays.
@dan whiteside - Dan, that's a great render. I've used the Al-Khima some time ago. And I put trolls in the alcoves. Yours look much friendlier than mine. Very cool camera position and angle.
a City that never sleeps....
about 25 terrains
20 of them used to create the city scape turned on these terrains AA off, to get a more crispy light effect
In front of buildings i added a terrain with city light maps II, to get some kind of boulevard effect, with all the funny and colorful light's
Volcano smoke a flattened lattice made 50% transparent
I know it's again a dark image..lol , but the city scape is the main thing in this render, so not much detail on terrain needed..
Welll .. enjoy :)
Just a quick update on the Custom Gretsch...
This is how it's looking at the moment. I've had to redraw the strap nuts and the control knob because they were all part of the same mesh (couldn't ungroup them) and I needed to to delete the three knobs to replace them with the skull knobs (which are the Soto Expressive Skull, exported from Poser) and re-textured in Bryce).
It's been a royal pain in the backside because every time I tweak the graphics applied to the guitar, I have to import it into the older version of Bryce (because of the picture import bug in the newest version), then apply it to a cube, then save the document and open it into the newest Bryce and save the cube into the object library, then close the document and open the guitar model document, load the cube from the library into the document to apply to the guitar mesh parts that need it... what a phaff!!!
Still having fun with it though and the main pic in this was a 7 hour render... but it is quite big.
@tlantis: Those two images are marvelous. Love how the water in the first image draws the views eye the volcano. In the last image dark works perfectly. The sun has just set or is rising and the city is still moving on. Love it.
Tornado: I can almost smell the sea air. One thing you might look at is the demarcation between the dinghies and the sea wall. Going by pictures of similar places that wall should be more distinct at the top. Otherwise, that image would look quite good on the cover of Sailor's Are Us, or on By The Sea, By The Beautiful Sea.
Mermaid: I like how the sky in the first image gives the impression of night time. While the second of a foggy time. But what really catches my eve is the TA-Hue image.. Lovely. I'm a sucker for those type images.
Greymouser: That space ship reminds me of the models they used on Babylon 5, when it was on TV years ago. I think it's a really striking image.
Dan: Are you sure the goon standing in the arch isn't in shock from seeing a beautiful woman. The walk she's standing seems to disappear just down at her right foot. It seems to meld with the walk lower down. But I still thinks it great.
Dave: That guitar is like David's dragon, it keeps getting better each time.
Thanks to everyone for the nice feedback on my images.
Chohole – Thanks for the link for the bridge, downloading it now.
Tornado – I totally agree with you David’s video tutorials are awesome, and the cool think about YouTube one can watch the videos on the new mobile phones or ipads.
Lovely renders by Greymouser, Dan, Atlantis and Dave.
Ok, this is what my render really looked like. I don't know why it turned out to be partly transparent when I opened it with gimp. Anyway, I agree with everyone, I prefer the more contrasted version .
Looks like the Copacabana in Rio. Very well done - and quite elaborate with all those terrains.
Excellently presented. The modelling and material work is impeccable. I like the buttons ...
I like it much better this way. Yeah, strange things happen sometimes.
Well I hate to nitpick because I like the picture and yet I keep finding things to say aren't right but now that it's not washed out it looks like there is a problem with the clouds. Going from left to right the clouds look like they are and should be part of the horizon sort of but when you get to the town which is more to the right side the clouds look more like smoke from a fire coming from the town. Now it could be you were going for an MC Escher kind of look where something starts as one thing on one side of a picture but becomes something else by the time you get to the other side? Somehow though I don't think that was your goal here though?
tornado: For a magazine cover I like the first image. But for better detail I like the original. There is a better demarcation between the boats and sea wall. Something that catches my attention is the light at the beginning of the wharf and on the street in front of the dinghies. This light doesn't seem to fit the surroundings, it's as though I should be seeing a street lamp somewhere. Still, it is a lovely render.
LordHardDriven, I see what you're talking about, about the clouds... I hadn't seen this before, but it's true that the clouds near the town don't look very realistic. However, I don't know how I could change this, especially since I want to keep the overall shape of the clouds. The problem of volumetric clouds is that you don't have much control over details like these. Do you have any suggestions, anyone?
tornado: if you haven't been to this site it may help with your clouds. Go to the site, scroll down until you find those by David Brinnen, and look for the ones concerning volumetric clouds. There are three.
I like the first one
if you listen to all thats gets said you will go nuts
have fun
keep trucking
Alas I don't know much about working with volume clouds so my advice would be pretty much the same as GussNemo's. Alternatively to his suggestion you can also buy the mentoring DVD which also covers Volume Clouds among other things and perhaps in a bit more detail. If you go that route today is a good time as it's back to 50% off for that DVD and that sale may be just for today or for the weekend at best and then it'll be back to full price.
I like the first one
if you listen to all thats gets said you will go nuts
have fun
keep trucking
Perhaps, then again if you listen you can also learn things, if one listens with an open mind of course.
The easiest way to fix the clouds would be to simply raise the volumetric slab to a higher altitude.
Of course, the clouds may well be mapped in word space meaning that the shape will alter, but you can allow the cloud pattern to lift too by altering the coordinates in the material's Transformation Tools.
If the clouds are mapped to object space, the only thing you may have to do is to reduce the frequency slightly to maintain the same relative size of clouds.
Those who ask a lot of questions seem stupid. Those who never ask questions stay stupid.
Wonderful scene Pam! Surely deserving of it's place in the newsletter (better yet if we had a Bryce gallery!). I hope that new PC arrives soon and you'll perhaps consider letting me set up some new lights on one of your old scenes?
Rashad, thank you! Testing progresses... Only work gets in the way - I think I will be digging holes today (it is harder work in the real world).
Image: Vicky is feeling pensive, curious holes have appeared in the roof, but no workmen have been seen. What does it mean? I like very much great effect and perspective David
I tried to post this a bit earlier but my link to DAZ went into the twilight zone.
I haven't worked often with volumetric clouds. The time I did they looked like marshmallows fresh out of the microwave. So the best advice I give someone is to point them to a tutorial that might help. And it goes for a lot of other things. I can find the information, just not do it. Yet.
I have the main model of my pull toy completed, at least as far as I think it needs to go. The most challenging for me was making a pull rope that look good and fit the model. One came with the lesson file, but it didn't fit the wagon I constructed. That pull rope was meant to go through the end of the wagon, and to make it look right, a cut cylinder would have been needed to make the hole the rope went through. I didn't know how two cut objects would react together, so I opted for what you see in the image.
The blocks were made with cubes and cut spheres. Rattles are spheres for the top, cylinders for the shaft, and toruses for the handle. The wheels are a squashed cylinders for the hub, toruses for the tires and distorted spheres for the hubs. The rope attachment is a distorted torus that was cut with a sphere.
This is the first model I've made, and I don't think it looks too bad. And thanks to Terry's help, the striped blocks look much better.
Your model is looking good Guss... well done. :)
I've been taking a break from guitar modelling and decided to get some virtual fresh air in the virtual outdoors.
I've recycled one of my landscapes because tonight I've managed to create what I think is, to date my best volumetric clouds.
Now here's a question for David; If I want to save these clouds into my library, am I best saving just the material in the materials library, or the slab in the object library? Are there advantages to either way?