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Slepalex - you need a HDRI with a high dynamic range, a very bright key light (the sun here has a value of 83.75, 255 is 1.000). The one I used for the example has 347,810:1. If the dynamic range is lower than around 10,000, you only get ambient light. Remember that obscure light needs the HDRI from inside and TA optimisation disabled - and the radial named Background included.
Horo, I did just that with my external HDRIs. I have not reached the result. I also did not achieve the result with the HDRI from Bryce Sky.
How to determine the dynamic range of HDRI?
In your picture there is no shadow from the "sun" and also there is no shadow from the reflected "sun".
Does the mirror material have a “cast a shadow" property?
And yes, a discussion of this issue is worthy of a separate thread.
Slepalex - HDRI from Bryce sky - or any render - has not enough power. It needs many renders under different light that are added (emulating several exposures of photographs), it's a bit tricky. I use the Reinhard tone-mapper Plugin in HDRShop to measure the lowest and highest pixel values in the image and calculate the dynamic range.
I have a link to a video and a PDF about the Magic Mirror: Video: http://horo.ch/docs/video/horo_en.html
PDF: Transcript PDF: https://horo.ch/docs/video/pdf/Transcript_MagicMirror.pdf
Since I have your email address, I just sent you a link to the Bryce file so you can look at it and experiment.
Hey Brian, nice to see you here, it's been a while.
really nice work wow !!!!
what where your settings if i may ask , please
@Horo, real time raytrace rendering is a thing now with the RTX 20 series NVIDIA GPU'S ...Very fast!.....it dose a fantstic job of it to!!!
rigomrtsfx - the objects are simple primitives. Adjusting the HDRI is tricky. Otherwise, it's just rendered with the Obscure Light method. HDRI must have a high dynamic range, the example has 350,000:1 and a bright light source (the sun), it is Inside without TA optimization. Around the scene a radial without light, named Background, only object included, True Ambience Optimization, Use Gel (white Diffuse with full Diffusion). Rendered Premium with True Ambience, Scattering Correction, Boost light and Reflection Correction, 256 Rays per pixel. There is link to a video and a PDF on my website: Bryce & 3D CG Documents > Videos > Horo: More Videos, 13. Magic Mirror.
Tim82 - yes, I'm aware of the progress. However, only a part is ray-traced, most is still path-traced. There's nothing wrong with path-tracing. It is much faster because it only looks what the camera can see. That's why you need reflection and specular maps. Because of its speed, it's ideal for animation and games. The beholder is engaged in the action and doesn't scrutinize each frame. Ray-tracing looks around the whole scene and thus also includes reflections and specular highlights from outside the camera view. This takes very much longer to calculate but the result is more accurate - or better: less flawed - and therefore good for stills where the beholder looks long at the picture and has time to find inconsistencies. No method is better but one better suited for the task than the other. After all, it is always a cheat.
@Horo, that is very true!!!
the forward slash got me into this forum so now the Brycers can access it while it stays on the first page