Show Us Your Bryce Renders Part 11

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Comments

  • HansmarHansmar Posts: 2,932

    Agentsmith: I think it is a nice terrain.

    adbc: kind of fairytale house and woods. 

  • adbcadbc Posts: 3,115

    Horo, Hansmar : thanks.

  • NGartplayNGartplay Posts: 3,116
    edited February 2021

    AS, that terrain looks yucky without a mat on it.  It made me laugh. Drying chewing gum for sure, lol.  I want to see it finished and you make me want to try a picture in the texture terrain too.  I haven't done that yet. Looks like you might have used that electric and blue tile?

    adbc, so very cute.

    Post edited by NGartplay on
  • adbc - I agreee, defintly a fairytale or Potter world style there.

    NGartplay - The Filter Forge preset is called "Plasma" By Betis - www.filterforge.com/filters/4972.html
    I've used FF in Bryce for years, makes for some fun Terrains.

  • NGartplayNGartplay Posts: 3,116

    AS, do you make the image greyscale then use it as an image in the terrain editor?

  • Yes, specifically Filter Forge can output 16-bit but it does it as RGB which Bryce can't use, so I change it to 16-bit Grayscale but...I ususally just do that with Photoshop.
    I'll check and see if there are any free ways of doing that (i.e.; Gimp, Irfanview, etc)

    You can output just 8-bit with Filter Forge but of course the results out of the Terrain editor would be quite rough and not smooth.

  • Yeah, just in case you (or anyone else) doesn't have Photoshop, I just successfully used Gimp to change 16-bit RGB to 16-bit Grayscale and the Terrain was perfect.

  • That preset (un-inverted here) 8-bit vs 16-bit Grayscale.
     

    difference.jpg
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  • AgentSmithAgentSmith Posts: 34
    edited February 2021

    Another one from David & Horo's awesome "Fifty Funky Shapes and Fifty Funky Metals".

    The object is "InterMobTor1" with mats #308 & #406.

    I wasn't totally sure if this forum could accept a 2.5k, 1.8mb image upload so, I uploaded a slightly smaller one.

    The full sized render is here - www.kirkdunne.com/files/bryce/Funky_02_2560.jpg
     

    Funky_02_1920.jpg
    1920 x 1080 - 848K
    Post edited by AgentSmith on
  • HoroHoro Posts: 10,643

    agentsmith - yes, there is a huge difference between RGB 8-bit and 16-bit grey scale. Great InterMobTor render.
    I have a free colour to greyscale converter on my website: Bryce & 3D CG Documents > Programs > Terrain > TIFF4816 (just observed that the old version 2 from 2014 was still there and just replaced it with v3.02 from 2018). 8.5 MB including the 20 page PDF. No installation necessary.

  • adbcadbc Posts: 3,115

    NGartplay, agentsmith : thank you.

    agentsmith : awesome funky shape, the materials used are great. There is indeed a big difference between 8 and 16 bit greyscale.

    Horo : thanks, I've got that older program TIFF4816 somewhere on the computer, will download the new one.

  • Horo - Awesome!!!

  • NGartplayNGartplay Posts: 3,116

    Thanks Horo!

    AS, what a difference between the 8 bit and 16 bit. Thanks for the information.  I'm going to grab something from FF and give it a go.

    Of course I love your funky object.  The mats are always excellent.  The concrete is especially real looking.

  • NGartplayNGartplay Posts: 3,116

    AS, what does 'Clip HDR before averaging' mean in FF?

  • In the vein of using FF to make an image for use as a Terrain in Bryce and trying that option to both On and Off, I have not seen a difference in the Terrain visually or in color count so far (I have been playing with FF for the past decade)

    I notice, it is usually turned On and I have just leave it as-is.

    Per the FF site, that option was created and set to On, to fix what they saw as a bug that made "suboptimal anti-aliasing".

  • NGartplayNGartplay Posts: 3,116

    Thanks for that AS.  PSP must have changed all my 16 bit FF renders to 8 bit.  I'm here to grab Horo's ap.

  • I was not able to get a usable image out of the app using a FF tif.
    I'm on Win10, I'll try Win7.

  • Still no joy. The program seems to funtion correctly but the output is unreadable by any image viewer.
    Speaking of reading, perhaps I should rtfm.
    The tif that I am using to test this with;
    www.kirkdunne.com/files/bryce/ff_plasma_1024.zip

  • NGartplayNGartplay Posts: 3,116
    edited February 2021

    I got an error message when I tried using my FF tif.  I did compress it when I rendered it so maybe it was the compression.  Is 'none' compression best?  I get the biggest MB sized images with no compression.

    I got greyscale 16 bit images in PSP but the resulting terrains are so spiky that they are unusable.  Is there a trick to keeping the texture without all the spikes?

    I'll have a look at your tif.  I'm on Windows 8.1

    I'm getting the generic error in Bryce so I split the image with HLS and saved out the Lightness as a tif.  Bryce accepted the lightness.tif but the image that it loads does not look like the lightness.tif (which looks exactly like the origianl tif).  I'll try spliitting it again then combining again and see what happens.

    Nothing works for me.  Only 8 bit images seem to load properly but then there's too much pixelation (like your example above).

    Post edited by NGartplay on
  • Yeah with my workflow, I use no compression saving out of FF but then I always convert it to a .png as they can retain the same amount of color depth but are somwhat smaller in file size.

    "Is there a trick to keeping the texture without all the spikes?"
    Yes and No. Using a 16-bit Grayscale will be the biggest help in solving that BUT...if the image just happens to have a multitude of very small, high contrast features, then there will be those spikes, by default.
    (depending on how "tall" you make the Terrain)

  • NGartplayNGartplay Posts: 3,116

    Ok, thanks.  I think my images have too much contrast.

    I render and save as png from FF but I don't think it's 16 bit.  See my image.  That's one of the electric tiles inverted

    png-test-1.jpg
    1200 x 800 - 362K
  • mermaid010mermaid010 Posts: 5,490

    agensmith - very nice terrain texture, the funky object still render is awesome love the material.

    Adbc - wow so cute, I also love the lantern.

    Horo - thanks for the update on the TIFF4816

  • adbcadbc Posts: 3,115
    edited February 2021

    mermaid : thanks.

    Just a fantasy scne. 

     

    fantasy11.jpg
    1116 x 517 - 93K
    Post edited by adbc on
  • HoroHoro Posts: 10,643

    adbc - excellent fantasy scene, great idea and very nicely done. I particularly like that spiky thingie with the blue mirror ball.

  • NGartplayNGartplay Posts: 3,116

    adbc, that could have been in the competition.  Wonderful scene.

  • mermaid010mermaid010 Posts: 5,490

    Wow Adbc truly superb fantasy scene, I also like the object on the left.

  • HansmarHansmar Posts: 2,932

    adbc, great scene. Lovely thingy indeed.

  • adbcadbc Posts: 3,115

    Horo, NGartplay, mermaid, Hansmar : thank you.

  • HansmarHansmar Posts: 2,932
    edited February 2021

    A simple once stacked terrain, started from Terresculptor, that I do not really know how to use yet. A sky by David Brinnen and Horo. I increased the HDRI effect a bit.

    TerHM1.jpg
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    Post edited by Hansmar on
  • NGartplayNGartplay Posts: 3,116

    Hansmar, very pretty scene.  The clear, blue sky is nice.

This discussion has been closed.