Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2024 Nov 26 4:28 pm)
There are a few light setups represented here, Funco. The Global Reflection (HDRI) technique works wonderfully in many instances, try a web search for 360-degree imagery and you'll find all kinds of stuff. Several methods you are leaving out are the Bryce 5 advanced render techniques. Foremost is true Ambience, which wonderfully lights a scene but at the cost of horrible (un-animatable) render times. This method is radically close to true Radiosity. Also, the Blurry Reflections/Blurry Transmission methods. Try your last scene, with a 360-degree image map, and with Blurry Reflections on (at 64RPP it's tolerable), then you determine the blurriness through a particular materials specularity level. Good luck!
Attached Link: http://claygraphics.phase2.net/Ball.html
My thoughts? you all use to many lights to do one simple thing LOL using a basic 3 light set up and Bryce's just simple backgrounds. http://claygraphics.phase2.net/Ball.htmlDo atleast one thing a day that scares the hell outta ya!!
Shadowdragonlord: Agreed, with blurry reflections and transmissions, the see through quality of the objects will be more masked. Ill try some maps soon. Clay: I love all your images, and you may well be right. Im checking the link now. I actually do not know what your "basic 3 light setup" is. Will try it immediately. Thanks
Attached Link: http://www.3drender.com/light/3point.html
Here's a tutorial someone posted in here on the 3-light set up. It's basically the same thing that professional photographers use, except that they bounce their flashes off some other object to make the light more diffuse, rather than lighting directly like in the tutorial. I suppose you could point the spotlights away from your subject in bryce toward cut open spheres or something that bounce light back onto the subject when you turn true ambience on, but I suspect that direct lighting with soft shadows would accomplish the same results with much lower rendertimes.Shadowdragonlord! Are you trying to hurt my feelings with that image??!!. LOL. Its a beautiful image, and explaining just how you set up the lights is very helpful. Yes, there are situations where you simply need to carefully light all portions of the scene just right. For instance, if you wanted to light the stuff under the table better (not that you would, I like it where it is) you could turn up the ambience of the objects or of the entire scene, or put more light under the table, but it wouldnt be easy.
Aye, Funco, the under-desk lighting has been an issue throughout. I'm not sure this "shot" calls for the under-desk to even exist, but it makes it SEEM a desk, as opposed to a simple table. Truth is, it's a simple model of my own home PC desk, minus the top shelving (which is atrocious, but I don't have a real window behind my desk yet in real life). I played with the reflection and ambience values, and I daresay that the two simple, older props I made (the crate, the wooden box) aren't really up to snuff. Most of the lighting in this scene is how I envisioned it. Now, I just keep adding and tweaking props until I hit my RAM limit. I think the window frame's material sucks, but the desk turned out better than I anticipated. Wood textures are from Mayang, and the wall texture is Doublecrash's? C4D wall texture. Thanks for the compliments, I actually started this image after I read your thread, not to prove a point but to challenge myself a bit. Something I learned from it : if a light's shadow's aren't interfering with the realism, leave them alone, or turn them off completely. IN this scene, the main visible light sources are the candles and the (fake, spotlight) sun. With Softshadows set to 0, the small candle's produced an unrealistic perfect round shadow, instead of the subtler fade you see here. But I agree with Clay, in that oftentimes you don't really need hundreds of lights in a complex and render-instensive scene. Optimization is the key, remember, although we are doing still-frames a lot right now, as 'puters get faster all of our scenes will be more readily animatable. So, in my opinion, it's best to approach every scene that way. What if I DID want to animate it? Even a simple camera flythrough? It's much, much easier to create a scene with this in mind than it is to go back and try to re-compose a scene to make it animatable.... I'll post a new thread for this image as it nears completions, but Funco I hope to see more of your stuff and more of your ideas in the future! Don't ever hesitate to "feel stupid" or whatever, we are only here to learn more stuff, and advance in the areas where each artist overlaps...
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