Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2024 Nov 26 4:28 pm)
Thing is... This way it's possible to do other things than just mirrored balls. Instead you can basically take whatever material you want and the lighting still looks natural. Also no problem in adding an extra light somewhere (even if that lightsource should possibly be explained as it is not part of the HDRI sphere then.
Attached Link: http://www.renderosity.com/viewed.ez?galleryid=536329
I'm trying to understand. How do you set the HDRI sphere to be a light source? The light is coming from lights, no? I'm trying to see why this is different to the hundreds of HDRI examples in the forum? Maybe a screen shot of your Bryce screen would help me see how you've set this up? I've attached an old picture I did that had a fake HDRI sphere and a ring of lights, but the illumination came from the lights not the sphere. I'd love to know how to get the sphere to be the light source.---------
Phillip Drawbridge
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The light is coming from lights of course.. but the HDRI sphere is filtering everything to the right colors. This mkes it effectively coloring the lights from the right position. Specially at the lowest image you should be able to see that there's a lot of difference in colloring. ALL the lights are plain white though. And the ball is grey. So the colors on the ball are comming from the HDRI sphere. So yes... this is almost the same as true HDRI. Only thing you have to do is to make the white lights go through the sphere and let the sphere filter out the unwanted colors. It's basically the same principal. Only difference is that the image is set to color the lights here (whatever color the sphere is) instead of being a lightsource itself. The results can be exactly the same though.
Exactly... I have the sphere set at a tranparency of only 2 (so I keep the contrast). Then I use a lightdome outside of the sphere that with fairly intense light settings (intensity of 10 for each light is rather high if it had not gone through an almost black sphere). Now you see that the sphere is coloring the objects you place inside. So this technique makes it possible to use whatever material you want and still get the exact right results.
Attached Link: http://www.renderosity.com/viewed.ez?galleryid=454337&Start=1&Artist=Kylara&ByArtist=Yes
At the link there's an example of the first time I tried this. Only then I used it to simulate shadows from the trees on sand instead of making use of the sphere itself for lighting. There was still a light inside the sphere then.Stumbled upon lighting a scene with a picture texture `bout a year and a half ago, I still use it from time to time.
With my version I don't use any lights or the sun, the picture texture creates/drives the "light" all on its own. Some links to my stuff;
Pic 1
Pic 2
Pic 3
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yup... But when I use spotlights I can safe myself a whole lot of rendertime. I'm rendering one now with advanced renderoptions and DOF on. It's going faster than I imagined coz I started it at work to render over the weekend but I saw it's already finished. The shadow problem is cmopletely gone in that one.
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I always wondered if it would be possible to simulate real HDRI in Bryce (as in simulating that the lighting is actually comming from the HDR-image). So I downloaded a few HDR-images and started experimenting. I think this is very close to how HDRI works for real. In the next few images it's not about the mirrored balls but it's more about the grey ball wich has NO; - ambience - reflection - refraction It's just plain grey with only the diffuse channel used for color. The scene is set up without advanced options (no atmosphere, no blurry reflections, no blurry transmissions and no true ambience). The only thing that's changing all the time is the image I use for the HDRI sphere. Maybe someone has already posted this once but I don't remember then. If so then someone else should be credited for this :)