Show Us Your Bryce Renders Part 11

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Comments

  • spuddyspuddy Posts: 449
    edited August 2020

    Thanks if I've missed saying thanks to anyone for anything

    Dave --awesome renders  the dragon very smart and crisp....the material experiment turned out well...The stream and landscape ..what can I say ..pure magic very photographic just up my street and thanks for the tip with the IL...very useful I have had trouble in the past placing things where I want them and have had  to resort to the cover everything and hope 

    Ducky render is fun and the boats are excellent

    Mermaid010..much improved on the scale on a personal level I would have liked to see the house a tad larger...still a nice calming image I like it

    Hansmar.. great renders I like them both

    Electro - Elvis  ...nice depth and an interesting terrain to view   I like It

    something I've been playing with the last couple of days finally got it out without out of memory or just plain crashing on saving ( I'm using LAA in case it's suggested) it is an exercise in placement and materials it was originally inspired by Dave's stream/ countryside  render

     

     

     

     

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

    Thanks all.

    Electro-Elvis: Nice work on the IL trees.

    Spuddy: Great little landscape. Don't understand why it would be giving out of memory errors though... Unless those trees (or the materials used on them) are absolutely massive.

    I'm still on ships and concentrating on mood and atmosphere. The material on the closest ship's hull could do with improving massively and I need to work on the canon blast coming from the other ship, the fire and smoke coming from the nearest ship looks OK(ish) though.

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  • HoroHoro Posts: 10,644
    edited August 2020

    spuddy - very nice scene. The tree on the left appears to glow in the shadow. I suspect it has a lot of ambient in the material. The tree at right looks good.

    Dave - good work on the sea. Great POV and dramatic light.

    Double stacked terrain, twice exactly the same but one altered in the TE with Subcontours, then given both terrains a different material. Sky by an HDRI plus Bryce Cumulus.

    Fissured Hills

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  • spuddyspuddy Posts: 449
    edited August 2020

    Dave Savage thanks....great seacape love the sky and mood it gives

    Horo Thanks.......lovely mountains ..no ambience in trunk mat but lightingin that area  too bright  pulled it back a bit

     

     

     

     

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  • spuddyspuddy Posts: 449
    edited August 2020

    looking to get depth in this one 

     

     

     

     

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  • mermaid010mermaid010 Posts: 5,492
    edited August 2020

    Spuddy - two lovely renders of the brook, I prefer the 2nd one. The Plains is also very nicely done. Thanks for your comment

    Dave - awesome work beautiful lighting

    Horo - beautiful landscape, I like it.

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

    spuddy : beautiful country renders, the 2nd one has my preference. The image with the water : well done.

    Dave Savage : The render with the ship is superbly done, the sky is awesome.

    Horo : nice landscape, beautiful sky and a nice texture for the terrains.

  • HoroHoro Posts: 10,644

    spuddy - thank you. No ambience sounds good (except for fires) and your updated render looks much better. Your newest lake render looks nice, there's some depth. It is not the easiest to get right, it depends on the terrain size and the camera FOV. Haze is quite versatile though needs some experimenting.

    mermaid and adbc - thank you.

  • mermaid010mermaid010 Posts: 5,492
    edited August 2020

    Inspired by Dave’s Tensegrity Table, this is an exercise in Modelling and Lighting in Bryce. The Table is on a 2D Disk

     

     

     

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  • HoroHoro Posts: 10,644

    mermaid - this looks very good, great modeling job. Both are very nicely presented, I just prefer the first.

  • HansmarHansmar Posts: 2,932
    edited August 2020

    Spuddy: Thanks. I like your brook renders and indeed, the second one is more realistic. The lake render does show some depth I think.

    Dave Savage: Quite a dramatic scene very well done.  I really lave the pictorial quality of the lights and colours.

    Horo: Very nice hilly scene. Great textures.

    Mermaid010: Very nice modelling and rendering in this test. I also prefer the first and I know why: because there is more contrast (both colour contrast and light/dark) and I like contrast.

    I was inspired to wrestle with the terrain editor again, without e.g. starting points such as photos from clouds or paintings. This is a rather simple set-up, just one terrain, simple sky and a volumetric cloud plane. Indeed, that takes a lot of time rendering and I guess it is hardly ever worthwhile. Not in this picture, but it was kind of a test, so I let it render out. I used soft shadows. Title: snowy mountain.

     

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

    Thanks all for the comments on my Ships.

    Horo: Great Sub Contours.

    Spuddy: Light looks more natural on the second one. You also got the depth you were looking for on the watery one.

    Mermaid: Good modelling though your table wouldn't work using tensegrity. I agree with others that the first one is the better render as it has more contrast. laugh I've since, had a prototype of my table cut (only in cardboard at the moment) and am waiting to find a minute to put it all together. The idea being that it is actually held up and rigid by lengths of normal string.

    Hansmar: The Terrain Editor is a great place to play around. As for Volumetric Clouds, yes really long render times. There are some things you can do to reduce time, but everything is a compromise. Reducing the Quality of the volumetric material in the Material Editor is the first thing to try. It's amazing how often volumetric clouds can be reduced (using the Speed/Quality slider) right down to zero and then rotating the Y axis to reduce banding within the material. Also, they are best used as you have done where they don't go all the way in the far distance. Excluding cloud planes from all lighting (especially any IBL used) will help to reduce the render time. though adjustments may have to be made to the material colour/ambience to compensate if they start showing too dark. Finally, if you don't mind a bit of post processing, it's a good idea to render the sky/cloud at a much lower render quality (as clouds and skies don't suffer from graining as much as other content), then render the rest of the scene without the volumetric clouds at high quality, then do a mask render so you can easily composit the two renders together in a photo editor... This doesn't work so well if your scene relies on clouds casting shadows on the landscape... Sorry if I'm telling you stuff you already know. smiley

    I'm still playing with boats, but this time just a very little one and it's not the main point of focus in this scene.

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  • mermaid010mermaid010 Posts: 5,492

    Thanks Horo, Hansmar and Dave.

    Hansmar - amazing render of a simple setup, I like it.

    Dave - wow very stunning render. After checking the meaning of tensegrity, I now understand what you mean. laugh thanks for the tips about volumetric clouds.

  • adbcadbc Posts: 3,115
    edited August 2020

    mermaid : good modeling job, I also prefer the 1st one.

    Hansmar : simple but beautiful image.

    Dave : Excellent render, everything fits nicely.

    Tried a material that is a mix between rock/stone and green plants/foliage growing on it.

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  • HoroHoro Posts: 10,644

    Hansmar - thank you. This winter scene looks very good. Volumetrics can cause very long render times. Good tips by Dave. A also always exclude them from IBL light - no difference except shorter render time. It pays to fiddle a bit with the material controls to get the fastest satisfying result - time well invested.

    Dave - thank you. I like your beach scene, very nicely done.

    adbc - great work on the terrain and matrerials. I like with what you came up.

  • Rieke77Rieke77 Posts: 618

    @ Electro-Elvis - your little test looks very nice. I like this mountain scene.

    @ spuddy - two wonderful renders. I like the creek.

    @ Dave Savage - wonderful seacape and atmosphere. And the beach scene looks great.

    @ Horo - your double stacked terrain looks as alway perfect.

    @ mermaid010 - wow, great modeling. I like this table.

    @ Hansmar - what a  beautiful snowy scene.

    @ adbc - beautiful render. I love the growing plants on the stones.

  • mermaid010mermaid010 Posts: 5,492
    edited August 2020

    Adbc - thanks for the comment, I like your scene, the materials and lighting are perfect.

    Rieke - thanks

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

    Horo, Rieke77, mermaid : thank you.

  • HoroHoro Posts: 10,644

    Rieke77 - thank you.

  • HansmarHansmar Posts: 2,932
    edited August 2020

    Dave Savage: Thanks for your suggestions. Though I knew quite a few of them, I do need to be reminded time and again, because I forget these tips easily. Your scene is marvelous. I love the pole for tying up the boat as a detail.

    Mermaid010, Horo, Rieke77: Thanks.

    adbc: My thanks. And your rocky material with plant growth looks good to me.

    A new landscape render: Gull Island

    The beach is a bit too bumpy for my liking, but repair work doesn't go well, so I decided to leave it at this. The island is two terrains stacked. In the background also two stacked terrains with the same textures. Around the island I made waves using multiple terrains. I know about the trick with the inverted terrain, but after some attempts always failed to get a nice version with that. All those gulls are instances of the same simple (non-rigged) bird. I used randomize to get them in different locations. The ship is the Grand Turk model I found for free somewhere.

     

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

    Thanks all. smiley

    ADBC: Material looks good.

    Hansmar: Haha... The Mooring Pole is something I made a few years ago... Modelled in Bryce and has come in quite handy over the years as I do quite a few waterfront renders.

    Your beach does look very bumpy... There are so many different ways of creating beaches, but if you're stacking terrains, try stacking another and then flatten it out slightly so that the beach is seperate from the main island (use the red and yellow clipping brackets in the Terrain Editor if you need to to get them to join in the right place). Then you can use a completely different material on it and simply choose to zero the bump. The Grand Turk model is a fine freebie ship, I think it was that one that got me doing sailing ship renders... And still use it a lot (It was in my harour scene last week).

    My ship (not the Grand Turk this time) is sailing toward Neptune's Gate... Heavily inspired by that scene in Lord of the Rings obviously... Had fun making a wake for the ship using a SymLat and spent some time getting the material to look OK and to match the water (it needed to be different from the water material but not too different). Terrain I made in the TE, the two Neptunes started life as a freebie fireplace from Archive 3D and I built the wall out of primitives. Sky is one of Horo's HDRIs and provides a bit of IBL with the Bryce sun being the main light source.

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  • HoroHoro Posts: 10,644

    Hansmar - very nice islands, the water looks great. If the bumpy beach was not sandy but stony, it would matter less.

    Dave - that was really my first thought:  Lord of the Rings, the river Anduin. Great work on the wake.

  • adbcadbc Posts: 3,115

    Hansmar, Dave : thank you.

    Hansmar : Gull Island looks good to me, great sky and water. The bumpy beach ....I agree with the comments by Dave and Horo.

    Dave : Excellent image, great modeling !

     

     

  • Rieke77Rieke77 Posts: 618

    @ Hansmar - very beautiful Gull Island and I like the stony beach.

    @ Dave - what an awesome scene.  

     

  • HoroHoro Posts: 10,644
    edited August 2020

    A excessively raised terrain as seen through a fisheye lens. The castle is part of the Grobburg that disappeared from the Daz 3D shop. The sky is an HDRI made with Bryce clouds, dynamic range 10,000:1.

    Difficult Access

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  • mermaid010mermaid010 Posts: 5,492

    Hansmar - very nice islands render

    Dave - awesome work again, I like the wake it came out very nice.

    Horo - wow magnificent work once again.

  • spuddyspuddy Posts: 449
    edited August 2020

    mermaid010 thanks...great table render like everyone else I like the first one best

    adbc Thanks... great work on your last render

    Horo Thanks.. wonderful canyon render I like the viewpoint

    Hansmar Thanks  ..I like your snow render and your Gull Island is really good ..some interesting textures 

    Dave Savage Thanks,,,smashing beach scene lovely materials and composition....great render in neptunes gate I also like the inventive way you got the boats wake

    If I've forgotten anyone I'm sorry

    as I am primarily a painter I like to find ways to "paint ( loosely defined ) " with Bryce so this one uses a material I made to simulate a painted /graphic effect

     

     

     

     

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  • HoroHoro Posts: 10,644
    edited August 2020

    mermaid - thank you.

    spuddy - thank you. Beautifully done Bryce painting of the mountain range. Just the sky doesn't look like painted, so it's a hybrid image laugh

    Like above but instead of the EWL (extreme wide angle fisheye lens) the ALS (anaglyph lens system). Like with a real camera, you can't fix two different lenses on the Bryce camera so camera FOV had to be increased from 87° to 158°.

    Difficult Access Anaglyph

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  • mermaid010mermaid010 Posts: 5,492

    Spuddy - thanks, I like your painterly Bryce render. Hansmar has also awesome painterly render.

    Horo - superb anaglyph

  • HansmarHansmar Posts: 2,932

    Dave Savage: Thanks again. The bumpiness on the island is not ‘bump’, but they have been made by adding ‘mounds’ to the terrain. I sometimes have nice results with that. But this time I did not flatten the sides enough and in the stacked terrain, I did not get it right anymore. I could have done one terrain and then re-stack it, but did not want to take the time for that.

    You’re new render is fantastic.

    Horo, adbc, Rieke77, Mermaid010, Spuddy: Thanks.

    Horo: Your extremely raised terrain came out wonderfully.

    Spuddy: Nice painterly render. You might experiment to also get a painterly effect in the sky (I would not quickly know how).

    Mermaid010: Thanks for the praise. Maybe my renders tend (sometimes) to be painterly, because, just like Spuddy, I am also originally more of a painter.

This discussion has been closed.