Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2024 Nov 12 7:03 am)
These are JUST opinions; Your render are far too bright to look realistic. I would try to simulate the ground that is in that globe probe for the ground terrain that is directly underneath you spheres. Globe Probes, hdri's, whatever you want to call them, and they really do a LOT of the lighting for you, I know I sound like a broken record, but I've never seriously used anything over 30 lights, and now mostly use around 10-12. Yeah, just using the ambience of the scene will work, but as you said, you get no shadows. I suggest around a dozen lights. And, if you post smaller dimension pics, you can save them at a higher quality. (i.e.; 800x600, 85-90%) AgentSmith
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Attached Link: http://www.renderosity.com/viewed.ez?galleryid=264249&Start=1&Artist=AgentSmith&ByArtist=Yes
Using 8 lights.
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I have to agree with AgentS. I really don't see such a difference in using 12-20 light sources instead of 100-150 (or even 1200, as someone said lately!), if not in the geological render times the monstruos light-domes imply. Of course, it could be only a matter of personal tastes, but it reminds me of the difference between a good mp3 at 320kbit and a CD: you can notice it only if you have a very finely-tuned hi-fi. Just my 2c, Stefano
HDRI High Dynamic Range Image. That's just a common term, so that's what everyone calls it. Bryce can't use actual hdri's, which is just a picture with multiple levels, each level being the same pic, but with various exposures. This can give a rendered scene better color, light, etc. But, bryce CAN simulate one of the attributes of using hdri's in higher end programs, which is realistic reflections. Basically, incase your scene in a giant sphere (start at 500 bryce units), wrap a real photo on that sphere. Now anything reflective will reflect said real photo, and viola. Like I said, that's the very basics. I have, I think 10 pics in my gallery that uses some form of Global Image/HDRI technique. AS
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Oh, no I did, sorry, I was just blabbering on and on. ;o) (most of my posts can safely be ignored, lol) AS
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rofl....perfect...
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(smirks) We all appreciate your level of involvement, Agent Smith, I assure you. Perhaps for the sake of accuracy we can return to calling "HDRI images" merely "images with external Reflection Maps", because that's what they are. And although light-cages are tedious on render times, they sure are beautiful and worth it! Even idiots like me can make photo-quality renders these days!
Oooooo... Yeah but, one thing.... Lol, j/k!, it does look really great. Everything looks awesome, but that terrain REALLY looks real!
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Any chance of applying the blueish hue on the floor of the last image to the floor of the first? that way it'll look even better. BTW, My image is rendering now. It's also a lighting-test. I hope it turns out the way I want it too.
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There can be a fine line/balance between realistic and appealing. Great terrain work there.
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Dragon, maybe something you aren't understanding is what makes a shadow, A shadow is a difference between light and dark. For example, if you stand infront of a white wall, you will have a VERY obvious shadow, however, if you stood infront of a tuly black non reflective wall, you would not see it at all. Now, the same principal applies to those two pictures, the grey one actually has a darker shadow, but you don't notice it as much because of the dark color.
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