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Comments
Wow Slepalex great examples thanks for sharing, The Paint Box and the Candles on the table are to outstanding renders, awesome lighting and setups.
Slepalex - thank you for the DTE/TE examples. Beautiful example renders.
Slepalex - Exceptionally amazing terrains. The Paintbox and Candles image rocks. Thanks for posting the examples of images and settings.
Deleted - wrong topic.
Just a sketch. The process is somewhat tedious, but this is an option. I spent a couple of hours.
So.
1. Take the primitive "Six Sided Column / Corner Aligned". We clone it (Ctrl + I), duplicate the clone (Alt + I), place it in a certain order and change the height.
2. Make a render from the top view with "Altitude Mask" and use this image as a height map for three or four terrains with different heights of Y.
3. Add the surface of water from terrain. Done!
For this purpose you can take any primitive.
that looked like fun so i had a go :D
Slepalex - good idea, your example render looks very good.
Tim - very nicely done.
My example is quite crappy. I created a brush and painted directly on the TE. You can render the altitude mask, export the render as BMP and then Add it to the Brushes. Make sure the "ground" in the altitude mask is fully black. If not, the brush will have a "foot".
By the way - a brush can also be greyscale, not only black-white. However, if you move the brush, a single colour line is drawn. But if you just click, without moving the brush, you get grey scale.
In the example, at right, the brush was moved and the brightest part of the brush picture is used to draw.
This is an undocumented feature. During the Steering Commettee we asked for greyscale brushes, not only black/white, but it was decided not to include such an option. But we got it! Just don't move, only click.
@Horo, thanks....mine was a bit cheaty, i just modeled a hex in blender and particle instanced it then exported the object, it was very low poly so i could get away with quite a few objects...about 2000 roughly i think!
In order for the "ground" in the height map to be absolutely black, you need to delete the "Plane" or make it hidden.
Yes ... It turned out that in Bryce it is much easier to do this and you do not need to scratch your left ear with your right hand.
I remember the black and white brush in Bryce 5. However, Bryce 7 I have added grayscale brush into a custom library and I have all turned out! In particular, you can add any format, BMP, JPG, etc.
@Slepalex, no it was much easier to do in blender...it took me less than 3 minutes to model, setup, convert and export ;)
Very nice examples from Slepalex, Tim and Horo. I'm still playing in the DTE since Slepalex's last examples.
That's not the point. How many 2000 objects from Blender weigh in Bryce? 2 tons. How many 2000 clones of primitive weight in Bryce? 2 grams.
@Slepalex, the export file size was 1.8mb :) ...that will not hurt bryce at all
Slepalex, Tim82, and Horo; Exceptional work! It's great to see different creative approaches and get amazing results across the board. Nicely done.
I gave this a try too, not a very realistic landscape, but fun to do. The Clouds are from David's Cloudspace 5 pack
@mermaid010, nice looking scene, great work :)
Wow, some great DTE experiments...and the resultant works by you all are very impressive - all they're short is a giant (aka: the 'Giant's Causeway'). It's an extraordinary feature, but I've never seen the 'Fingal's Cave' in Scotland (link is to Wikipedia).'
Jay
Slepalex - yes, you're right, no ground means "infinite" far away and hence black.
mermaid - thank you. Hey! great example.
Eugenius - thank you.
Jay - thanks, here's one for your goggles.
The terrain (right) was made as a texture in the DTE, the left one is a copy inverted in the TE and mirrored. The same texture (with some colours) was used as material (parametric, size 20 to match) and as bump on the ground plane. Lit by a parallel light from above, an uniform white HDRI and the sun (mostly for the specular on the ground).
For the anaglyph, the back of the terrains rest on the ground but the front is tilted to be above the ground.
Tim - thanks
Horo - thanks, very elaborate, complex render, the anaglyph is awesome.
mermaid - thank you. Looks elaborate but it was simple, thanks to the DTE that did most of the work. Getting the camera angle and the terrains good for the anaglyph took quite a bit of trial and error.
I defintely have to learn more about the DTE...as it really looks like a powerful way to simplify dtm-like effects. I kinda experiment more in adding componants into a render, move them here and there, etc, and while it is time-consuming, the results aren't always disappointing, and feel like I have more control.
Jay
Jay - the DTE is the base of Bryce, everything else came later. I assembled the 4 hours of 17 DTE videos by David Brinnen featured on our Mentoring DVD into a (free) PDF document with 84 pages, 888 pictures, 23 MB, available on my website Bryce & 3D CG Documents > Mine > Material > DTE (on top of page).
As a base, I used the installed material Alien Rocks (Installed > Rocks > line 1 column 8) but only used component 1 and set the frequency to 250 in the DTE. This texture was used as terrain in the TE, once as 1024 and trice as 512 put together in a fading mirror box. For the material, I used the same texture with colours in Ch-A and another textures in Ch-B and yet another in Ch-C to mix them.
That's amazing, Horo, and will definetely avail of the free PDF you mention. As we cocacally say here, 'thanks-a-mil' (thanks a million ).
Jay
Awesome render Horo, I've being playing in the DTE this weekend, and got some nice results, but I'm trying to workout the fading mirror box part.
Jay - hope it helps ...
mermaid - thank you.
Two examples of terrains using Horo’s and Slepalex examples
interesting results, nice work!!! :)
Thanks Tim