Show Us Your Bryce Renders Part 11
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Thank you mermaid.
Cant believe it's so long since I commented here so much great stuff has been posted..i found your last post very interesting Horo..i didn't realise you could posterise in bryce
this is a spin off from river beach but with two terrains and two materials
I've just seen posterize in the TE ...DUH!
spuddy, have you investigated this thread?:
https://www.daz3d.com/forums/discussion/278661/terrain-editor-and-heightmap-generators-for-bryce/p1
I think on some pages there were posterizing methods, both in bryce and outside (first pages discuss other software's addition, but later pages are bryce-focused).
If it's not what you meant, sorry, thought might be useful.
spuddy - thank you. Nice render with the stones at the river border and the trees. The upper image is too big and hence the width is compressed and the aspect ratio wrong. The lower looks fine.
Posterize: there are 2 options. If you just hold the left mouse button down and move left and right over the button, you get the height posterized, a bit like a map with the isohypses or like you create a terrain with cardboard parts. If you hold down the [Shift]+[Alt] keys (or [AltGr] key), the result is pixels, you get blocks, just like very low resolution. Above, I combined the movement, once with and once without holding down the [AltGr] key.
Thanks akmerlow
Thanks Horo for the extra information yes bit of a mess up adding the first image I thought I'd constrained it but couldn't have properly
had a quick play just for fun looks like rusty machinery
Spuddy - nice render of the river scene, I like the addition of the stones. Nice experiment with the Posterize Filter
Cool result of your experiment, spuddy.
A terrain created in the TE, copied, posterized, than stacked with different materials. The moon is just a sphere and the sky from the Landscapes under Fantastic Skies set.
Horo - outstanding render, superbly done
mermaid - thank you.
Not "render", just fixating idea that i'm trying to mess a bit with handpainting terrains in TE. I dont have a wacom, and my mouse drawing skills are lacking, so... long road ahead.
Need to rewatch David's videos on subject, haha!
I wanted to ask, though. How to make an even gradation between two tones? Sort of gradient like. Is only option, to constantly change brush intensity/color, draw many lines near each other, from brightest to darkest, and then filter "smooth"?
p.s.
spuddy, nice experiment with "rusty" scene.
Horo, i love the colours. Beautiful fantasy scenery, with mayan/aztec towns maybe, with calm rivers at night... And that "posterized" abstract is awesome!
Hansmar, i would like to visit "Mountaincity" as well.
p.s.s.
Also trying again instancing.
Wireframe model in lab isnt really informative, and 3d preview window is too small and laggy. So i'm doing stuff blindly or trial and error.
So... Can i somehow define the zone, i want place instances on? Like carve out that zone from the whole terrain, so in IL i only see that specific zone and not the whole terrain.
Thanks everyone
Horo I really like your last render it has a lovely epic concept look
akmerlow dave savage touched on zoning the IL on page 47 with his river scene
https://www.daz3d.com/forums/discussion/351546/show-us-your-bryce-renders-part-11/p47
Thanks, will look into that.
Horo : Amazing depth in the image with the room, especially the anaglyph. The posterized terrain is awesome.
spuddy : beautiful image with the river. Great experiment with posterize, cool material.
akmerlow - thank you. Agreed, the IL could be improved. The TE is quite versatile but it also has potential to be improved.
spuddy - thank you.
adbc - thank you.
Akmerlow - nice experiments with the TE and IL
Thanks, mermaid010. Still learning!
Now, if you'd excuse me, some more questions. It's about .obj importing. So, there is a model i made in nurbs-based modelling software, and when exporting from it into .obj, i tried two options to test in Bryce.
1) When i saved to OBJ with "ngons" topology, later in Bryce i found problems with glitchy geometry and even edit - smooth trick didn't help.
2) I went back and now exported with "quads and triangles" topology, and imported again. Now it looks correct.
So i come to conclusion, that should choose quads/tris and not N-gons (unless i can manually do retopo myself in some other software, for which might be no real need?).
However, i investigated a bit more, and there was a discussion of exporting from nurbs-based software through convertation into polygons, and there was talk about Carrara and D|S.
http://moi3d.com/forum/index.php?webtag=MOI&msg=7389.49
So i wanted to ask, is that thing also similar with Bryce, aka not reading vertex normals from obj? I'm not sure if i'll ever be doing such complex models like in that thread (they were focusing on example with car, which has complex shape), but still wanted to know for the sake of knowledge.
akmerlow - I never worked with a nurbs modeler so I can't help. Nurbs is curve modeling, quite different from box (subdivision) modeling like Hexagon, Blender, Meshlab, TrueSpace, Wings3D, etc. and boolean modeling as Bryce does, that work with vertices, faces and edges. It may well be that Bryce is limited in what it can interpret from an OBJ or 3ds file.
My question is more about Bryce's polygons importing habits, because convertation is outside (obj = polys, not curves).
From what i understand, that "vertex normals data" people talk about is something used form smoothing/shading, and as i remember now Bryce imports everything totally unsmoothed in any possible way, ok.
So now i ask more about "unoptimized geometry". As with my example, object with ngons give problems, so i need to trianglulize or quad+tris object before getting it into Bryce.
I want to specify, however. If i were doing stuff for animation or games, people would slap me in the face (kinda) and say "no!" to convertation from CAD to polygons, becuase for animation/games you need very beautiful/optimized topology, preferrably all quads and at minimum polycount possible (just like any DAZ Genesis figure). However, for doing static renders, i can just load any highpoly mess with most messy geometry ever and it still looks ok (even though eats more memory or takes more time to render).
So, for Bryce, any reason to be "quality modeller" for imported objects, or just can use anything as long as it seems to be working?
I thought about doing some 3d freebies and share with forum people, but now i m not sure if anyone would be happy with those due to crazy topo
Here's how wireframe looks on that object with different export options:
While "good topology", needed for animations/games (and DAZ Studio's subdivision!) is something like this, very clean and accurate (examples from web):
What i like in this situation, is that in Bryce you can assign materials without making UV
As far as I remember from Wings3D object to Bryce: 3ds come unsmoothed into Bryce and can be smoothed in Bryce, OBJ come in already smoothed. As far as tris and quads are concerned, I'm not sure but I think Bryce uses tris, quads are more modern.
Tripple stacked terrain created in the TE, (normal below left) once posterised with AltGr (below centre) and once without AltGr (below right), than stacked with the same material. A cloud slab from the Sky Toolbox and for the ambient light an HDRI from the Object Clouds 2D & 3D set.
@Horo, thats awesome, and also how i wish minecraft looked :)
Horo - once again a superb render
@ Horo - your posterised and also the anaglyph are awesome.
And I like your fantasy scenery.
The tripple stacked terrain is, as always, wonderful.
@ spuddy - the spin off from river beach looks great.
Your rusty scene looks very good.
@ akmerlow - great experiments with TE and IL.
Thank you Tim82, mermaid and Rieke77. I'm also surprised how this experiment turned out.
Horo : amazing result on the posterized triple stacked terrain, very cool.
akmerlow : great experiments in modeling.
adbc - thank you.
Don't know that I've ever posted before but here's my latest. Been at it for over 20 years.