Show Us Your Bryce Renders Part 11

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Comments

  • HansmarHansmar Posts: 2,932

    Horo, Spuddy, You have been active and got good results!

  • Rieke77Rieke77 Posts: 618

    @ Horo - wow, this looks so cool!

  • adbcadbc Posts: 3,115

    Horo : fantastic abstract render.

  • HoroHoro Posts: 10,644

    Hansmar, Rieke77 and adbc - thank you.

  • mermaid010mermaid010 Posts: 5,490

    Horo - superb abstract, a bit busy but looks great

  • HoroHoro Posts: 10,644

    mermaid - thank you.

  • mermaid010mermaid010 Posts: 5,490
    edited August 2020

    Rolling Hill terrain, material and lighting from the David and Horo’s Terrain Stacking Product. The horses are freebies.

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  • HoroHoro Posts: 10,644

    mermaid - very nice place and render. The sizes of the horses and the house don't look good. The horse at far right looks OK in it's size, but the two on the hill and a bit behind it at left are farther away than the house but almost equal in size. The two in the foreground look about right, the one near the house as well.

  • Dave SavageDave Savage Posts: 2,433
    edited August 2020

    Hi everyone... Just passing through couldn't do that without dropping in to say hi.

    Great to see so many of the old regulars still around and still Happily Brycing... Also great to see it's still attracting new users (How many other 11 year old softwares that have no plans for updates can boast maintaining a steady stream of new users?) a testament to the power of Bryce for sure!

     

    I still use Bryce but not as much as my day work has meant I've had to start to include my stuff with other people's work flow and as we all know, Bryce doesn't play well with other software.

    But for my own personal stuff I still use Bryce a lot, though quite a few of my recent jobs have started in Wings 3D where I have been concentrating more on modelling, though I still prefer Bryce for my rendering, I have been to the dark side and also dipped my toe in the Daz Studio world (I even have a dedicated Daz Studio Renders folder in my Gallery on here). iRay is a fab renderer, but DS's UI still leaves me cold.

    A couple of my recent Bryce things... Nothing ground breaking but for sure still getting the job done.

    Prince Sign O' the Time Wall Clock (Modelled and partly UV mapped in Wings 3D, exported as .obj and rendered in Bryce)

    Tensegrity Table Protoype (Modelled in Wings 3D, exported to Bryce where I've used some of my photo based materials and then rendered)

     

    Hope everyone is safe and well in these strange times. indecision

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  • HoroHoro Posts: 10,644

    Dave - two cool works - models and presentation. Good to see you here around now and then.

  • adbcadbc Posts: 3,115
    edited August 2020

    mermaid : A very nice place. Horo is right about the size of the horses. This is something I've problems with as well.

    Dave Savage : awesome modeling and renders.

    I kind of stayed in the fantasy mood of the contest, resulting in "gnome's hideaway".

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    Post edited by Chohole on
  • HoroHoro Posts: 10,644
    edited August 2020

    adbc - another beautiful fantasy scene.

    I modeled an arena in Bryce, the same as in the previous abstract but here in a landscape, looking through the top circle out over the arena in this evening mood.

    Arena Relict

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    Post edited by Horo on
  • mermaid010mermaid010 Posts: 5,490
    edited August 2020

    Thanks Horo and Adbc - I noticed the horse on the left were bigger, unfortunately I couldn't change the size as Bryce crashed when saving the file. After I suffer a crash, I religiously save while working but it only lasts for a few days and then the bad habit of not saving sets in. Maybe I'll do another barn scene, as I had intended to add some bushes and grass to this scene. This image was saved before the crash, so I shared it. Adbc I still have problems with sizing objects and placing them. wink

    Dave - nice to see you around with cool modeling and renders.

    Adbc - wow that's a very nice fantasy scene.

    Horo - a superb scene, love the mood

    Post edited by mermaid010 on
  • adbcadbc Posts: 3,115

    Horo, mermaid : thank you.

    Horo : excellent image, beautiful atmoshpere.

    mermaid : Yes Bryce crashes sometimes for whatever reason, nomally I cannot save the scene any more and have to start from scratch. 

  • Rieke77Rieke77 Posts: 618

    @ mermaid010 - your farm scene ist really beautifully.

    @ Dave Savage - great modeling!

    @ adbc - the Gnome´s Hideaway is so nice. I like it.

    @ Horo - wow the arena looks great.

  • HoroHoro Posts: 10,644

    mermaid, adbc and Rieke77 - thank you.

  • spuddyspuddy Posts: 449
    edited August 2020

    Thanks for the kind comments

    Horo..very nice mandelbulb in it's look abstract ...and your last arena render has a wonderful feel to it i really like it

    mermaid010 I love the sky and Horo has said the rest which would be my observations

    Dave Savage  cool renders great materials and elements

    adbc..a good fantastical scene

     

    Post edited by spuddy on
  • spuddyspuddy Posts: 449
    edited August 2020

    trying out some  new seaweedy on rocks  materials but are any of them  believable

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  • mermaid010mermaid010 Posts: 5,490
    edited August 2020

    Spuddy - thanks, I will be working on another similar render.

    The water materials look the same to me, the terrain materials are nice,  maybe David's tutorials will help, https://www.bryce-tutorials.info/bryce-tutorials/bryce-7-1-pro-advanced-create-shoreline-effect-terrain/ and https://www.bryce-tutorials.info/bryce-tutorials/creating-realistic-shoreline/

    Post edited by mermaid010 on
  • adbcadbc Posts: 3,115

    spuddy : thank you.

    Beautiful renders, great materials.

  • spuddyspuddy Posts: 449
    edited August 2020

    mermaid010 thanks....SO  sorry I should have called them seaweedy rock materials they are the trials..not the shoreline effect you kindly pointed me to... I have watched them in the past and experimented ... plus the back terrain.material.... the water is the same in each 

    I have edited the title

    adbc  thank you very much

    Post edited by spuddy on
  • spuddyspuddy Posts: 449
    edited August 2020

    this started out as a trial of a grass material and a rocks material   then became a positioning of objects trial not the best composition but thought I would share it anyway

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  • spuddyspuddy Posts: 449
    edited August 2020

    Triple stacked terrain trying out materials

     

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  • Dave SavageDave Savage Posts: 2,433
    edited August 2020

    Hi and thanks Horo, Mermaid and ADBC.

    ADBC: Gnome Sweet Gnome. Considering the apparent overhang you've got above the doorway, I'm wondering how you made the Gnome Home. Maybe Metaballs or just a fortunate artefact of the material used? Either way, it looks great.

    Horo: Nicely done, and you could also use segments of your Arena in a straight line to make a very nice Roman Aquaduct.

    Thanks and nice to meet you Rieke77 and Spuddy.

    Spuddy, from the seaweed materials, I think the second one down looks most convincing. Though in all of them it would be great to still see some of the rocks showing through. If the seaweed is set in one channel in the Materials Lab, a rock texture could be set in channel B and the two blended together in channel C using either height, slope or curvature to allow for that to happen.

    The grass also looks quite good. If you make a gentle sloping terrain and then use the Noise filter in the terrain editor, you would also get thousands of little grass spikes in it (though that would add to render time) but it's a great start.

    For me, I thought I'd do something more of a 'traditional' Bryce type of render just for fun rather than my usual 'product mock up' renders of recent times.

    This is made up from 3 Terrains and 2 Symlats. The tower, wall and beacon were modelled entirely in Bryce and the scene uses one of Horo's HDRI skies as a backdrop and for ambient light. The main light is from the Bryce sun.

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  • HoroHoro Posts: 10,644
    edited August 2020

    spuddy - thank you. Interesting seaweed on the rocks experiment. I'm not fully convinced, the second and third seem the best to me. But then, I'm living far away from the sea and I remember seaweed only from holidays long ago, therefore you may "righter" than I. Grass and rocks look quite good to me, the triple stacked terrain where you used the shoreline effect as well.

    Dave - thank you. Yes, to straighten it for a bridge also occurred to me. It may exhibit less errors since assembling the parts with 9° offset proved to be a bit tricky.
    I very much like your snowy mountain scene with the tower.

    I modeled an arena in Bryce, the same as in the one above but without landscape but with the extreme wide-angle fisheye lens EWL in front of the camera (horizontal 280°, diagonal 325°). Backdrop and ambient light by the Downtown Dralo HDRI, available for free on my website. The cityscape I made the HDRI from was made by drachenlords, hence Dralo.

    Fishy Arena

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    Post edited by Horo on
  • Dave SavageDave Savage Posts: 2,433

    Hi Horo and thanks.

    I did wonder if you'd moved the centerpoint of the group way outside of the actual object and then used Multi Replicate adding only Y rotation... That's how I would have done it. smiley

    Nice abstract.

  • adbcadbc Posts: 3,115

    spuddy : Interesting experiments. Well done.

    Dave Savage : Excellent image and Bryce modeling. Thank you for your comment. The gnome home is a free sharecg model by Urdwolf (should have mentioned it) removed some objects and textured in Bryce.

    Horo : wow, cool idea and render.

  • spuddyspuddy Posts: 449
    edited August 2020

    Thanks everyone

    Dave thanks for the advise and instructions ...do things work differently using image based textures?

    Horo really love your last render...... seaweed...yes I live 300mts from the sea the picture attached is the sort of thing I was trying to imitate

     

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  • HoroHoro Posts: 10,644

    Dave - it never occurred to me to use the multi-replicate tool to assemble the parts to a circle, I did everything manually (45°, group copy to make 90°, group copy to make 180°, group copy to make 360°). I'm terribly bad at modeling and doing everything manually means creating a lot of small errors by placing the parts.

    adbc - thank you.

    spuddy - thank you. If the above is a photograph, your fourth example is the best. It seems that seaweed depends on the height - as far as the waves reach up. It should be possible to get such a result by using an Altitude Filter for channel-C, like it is used for the shore (a good start to experiment with).

  • Dave SavageDave Savage Posts: 2,433
    spuddy said:
    do things work differently using image based textures?

     

    Not really...

    Image based textures you don't get to edit in the Deep Texture Editor, but everything you can do to a Procedural Texture in the Materials Lab, you can do to an Image based texture (adding reflection, specularity, ambient, mixing channel A and B using a filter in channel C etc).

This discussion has been closed.