Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2025 Jan 23 6:01 pm)
Ooh, another thing. Obviously with the overall ambient colour set to black, no ambient materials will glow. This is a problem if you want glowey objects. The fix is to use simple volume materials. And, not only will the objects glow like a normal ambient material - they will actually cast light on the surroundings! When I say simple volume materials, I mean it. Use flat shading only. Basic shading or full shading will freeze/crash Bryce. G'night!
Muddy: I can see the red and yellow reflected on the big cube on my monitor (and on the ground, as well). Maybe your monitor is set a bit dark.
This is not my "second childhood". I'm not finished with the first one yet.
Time flies like an arrow; fruit flies like a banana.
"I'd like to die peacefully in my sleep like my grandfather....not screaming in terror like the passengers on his bus." - Jack Handy
Hi PJF, Just spotted this thread, and thought I'd pop in for a nosey peek. It's great that you've decided to explain this sort of thing in great detail, hopefully novices will get on the bandwagon as well as the power users. Great stuff, I just know I'm going to love looking through the threads here, I will look at them all sooner or later. Thanks for your comments and advice, I think we're gonna have some seriously interesting chats in the future! Respect!
The wait can be horrific, but the outcome can be worse - pumeco 2006
I should point out that some of the stuff I was doing in earlier threads was different to this. This method evolved out of those. Hey, I'm no power user, just a curious fiddler. There's a lot of areas of Bryce where I'm still a novice. I Don't think I've ever touched any animation controls apart from the 'Delete All Keyframes' easter egg!
Thanks for this PJF (and good to see you back, pumeco). At some point when my PC has a few days of spare CPU time, I'll definitely have to look into this sort of stuff (my absolute novice area - along with typing it seems.).
Message edited on: 06/28/2004 20:01
Dreams are just nightmares on prozac...
Digital
WasteLanD
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Going back through a whole load of posts here (prompted by pumeco's announcement of his 'PRO-RENDER'), it occurred to me that I haven't actually specified what it is that I've been going on about with True Ambience. I've presented everything obliquely, but not actually spelled it out. I apologise for this oversight, but it's not as if I've been selfishly making amazing pics with 'my' knowledge, or anything - I just didn't get organised. Anyway, here goes. What I found was that it was best to turn the concept of Bryce 'ambience' completely on its head. Under the normal render settings, a Bryce material that has some ambience will appear to be lit by itself - it is illuminated whether there is an external light source or not. Taken to the maximum setting, it will appear to glow (with no effect on its surroundings). I always hated the unrealistic appearance of ambient materials, and avoided them at all costs - preferring to use multiple lights to provide 'fill'. However, messing about in the depths of the True Ambience feature eventually led to a realisation. The True Ambience setting can treat ambient materials in a completely different way to normal. I reckon the best way to think of how materials interact in the way I use True Ambience is like this: - Diffuse materials act as diffuse 'reflectors' of light. - Ambient materials act initially as 'receivers' of this diffuse light, and subsequently as both 'reflectors' and 'receivers'. The absolute key to how this works (bizarrely enough) is to enable ambience in all individual materials but disable all ambience overall by way of the sky settings (set 'ambient color' to black under the 'shadows' window). In a normal render this will result in no ambience. Under True Ambience, this will result in, effectively, radiosity. Under this variation of True Ambience, a light shone onto a diffuse material will illuminate that material as normal. However, that diffuse material will now also act as a diffuse illuminator upon the ambient channel of any material. It will act upon those ambient channels whilst taking into account any obstruction by objects. It will act with appropriate light falloff. Any ambient channel thus lit will now act similarly upon any ambient channel, again taking into account obstruction and light falloff. And so on. This is as close as Bryce gets to the automatic 'bouncing' of diffuse light - and it's bloody amazing. For realism, the ambient channel of materials should be set to the same colour as the diffuse channel; and (as a starting point) the ambient channel should be set at 60 (diffuse 100). The sky dome also acts as a diffuse illuminator. Unfortunately, this method is flawed for reasons I've mentioned previously. Mesh objects do not smooth under 'ambient' light. Some primitives (the cube!) do act consistently under 'ambient' light (one side brighter than the other; light 'leaking'). The result of Bryce booleans fails to respond to 'ambient' light properly. Transparency doesn't work properly under 'ambient' light. These problems are a real shame, because without them this would amount to a render feature for fantastic realism. Hopefully pumeco's 'PRO-RENDER' will live up to the hype and overcome these limitations, and we'll all be knocking out photorealism with no downsides. This should give you something to chew on in the meantime. (BTW, it's gone 2am here, and I've probably forgotten something important (no proofing!). I'll look in tomorrow and answer any questions)