Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2024 Nov 26 4:28 pm)
Attached Link: http://www.renderosity.com/messages.ez?ForumID=107&Form.ShowMessage=2056128
And it brings me to this mess... An unrendered screenshot, but does anyone (who cares) think this new water looks better, or worse, or anthing like that? I'm kinda stuck on this image, haven't done anything else in Bryce except my Cereal picture for awhile... Any feedback would totally rock. The link goes back to my last WIP #3, which also wasn't the first WIP #3 for this bastard scene... Thanks for looking, of course!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
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
DVD, I'm kinda going for a fantastical quality to it all... Similar to some of my older images, but with a darker, more angry (read : orange) feel.
Incarnadine, tell me if the AA render is still too crusty for ya? I was going for turbulence, really...
This render took about 5 hours, which is fully HALF of what it took before, so I think that my optimization process is working well... I forgot to take the actual SPRAY terrains (separate from the water terrains, and different mats) in the previous renders.
Is this any better? (Also, I changed the POV and increased the render size slightly, so a half-as-much-as-before render time is more like 4/10ths or so, some ratio like that...)
Message edited on: 12/28/2004 14:29
The big waves work great around the stone cliffs but I would brush them away on your heightmap in more open area's like in the 1st render. Then maybe for the bumpmap, lower the scale of the texture a little and lower the bump height a little too?
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Thanks for all of your help and ideas... Incarnadine, did you mean by cut back the same thing that Rayraz means? I admit, upon looking at it, that the big wave look a little TOO big compared to the splash waves and spray... Thanks again for your critiques, everyone. I keep looking at Hobbit's painted waves and banging my head against the wall.
Aye, I've tried many techniques and just spent three hours attempting to create physical waves in Rhino (with the actual rock spire models in their correct places and whatnot), but to no avail... I'm just gonna have to let this one go and focus on materials and scaling... There's really no way to make the water "hit" the rockwork. In Bryce, it has to be faked. I may revert to some amount of postwork on this one, yet...
Actually upon looking at it somemore I would lower the height of the wave terrain a bit as well. What I had meant was to cut back on the noise/bump texture on the water.
As a suggestion, duplicate the water terrain, adjust its height to greater than that of the initial one and lower it relative to the initial one. Put a frothy material on the new one and a smoother water on the older one. (This is an excellent technique for getting more mat zones into a terrain but it should work for water too.)
Richard
Message edited on: 12/29/2004 07:48
Pass no temptation lightly by, for one never knows when it may pass again!
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Here's the old contours using the terrain + water plane method... I stripped off the textures to see what was going on with the actual geometry, and as you can see, there's not much there. Not worth the billions of polys spent on 2048x2048 sized terrains...
Message edited on: 12/28/2004 07:32