Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2025 Jan 23 6:01 pm)
My apologies for disappearing. Connections became impossible last night and I've been really busy on other things today (pesky real life). Connections have been crap today, too (half an hour to get this through after writing). I think it may be my cable ISP. It may be time to move over to ADSL. I will be writing a tutorial, though probably not on this specific setup. This is bizarre fiddling in one dark corner of True Ambience that doesn't really have any practical application. I have merely been pursuing my feeling that ambient-light in True Ambience has optical properties. The tutorial will be on how True Ambience is the best Bryce thing since sliced bread, so long as you're not a Poser figure.
unityboxer, you're nearly there with your scene. Make the ambient level for the ground and ball much darker (I use the colour picker rather than the slider as it gives more control). To compensate for the darkness, you need more light. Select your ambient-light-source-surface and set reflection and transparency to 100 (as well as max ambience). This will increase the render times. You can also replicate the ambient-light-source-surface and stack them (I think you have to move each one slightly off axis from the rest, and this might not work with the reflection set to max (no time to fiddle at the moment). But hey, you can already see the caustics in yours as it is.
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It has long been accepted that the Bryce ray trace render engine does not have caustic reflections. You can see a reflection in (on) the surface of a mirror, but light will not 'bounce' off of the mirror surface and land on another surface (indeed, light won't bounce off of any surface). Bryce5 introduced a new render feature called "True Ambience". It has been met largely with disdain from users. It isn't particularly realistic (so far) and use of it can result in punishing render times. Not long after Bryce5 came out I started fiddling with True Ambience. I was intrigued with the notion of surfaces giving off light (as opposed to points, as with regular Bryce lights), and I started looking for alternative techniques to multi light arrays to provide soft lighting. Although I was able to come up with a workable soft light system, it wouldn't work with imported meshes (the polygons would not smooth) and the render times became as bad as with light arrays. It was interesting, but not much use. More recently I noticed something in a True Ambience soft light render I was doing that surprised me and intrigued me even more. I found that mirrored surfaces appeared to bounce the light (from a light emitting surface) onto other surfaces. This isn't supposed to happen - these are caustic reflections and Bryce does not have those. This means that true ambient light isn't just "a glow that is applied to other ambient surfaces based on the shape of the emitting object and the squared fall off of brightness with distance". The light coming from surfaces in True Ambience is actual virtual rays/photons that have optical properties. These properties are limited, but in some ways they are more realistic than the properties of Bryce's normal raytracing lights. There will follow (lousy internet connection permitting) a series of pictures illustrating these properties. This isn't the 'useful and practical' application of True Ambience I mentioned in another thread yesterday, it's just more bizarre fiddling at the edge of one of Bryce's frontiers that is mildly interesting. It is to me, anyway. ;-)