Forum: Bryce


Subject: translucency and general scene tips wanted

zescanner opened this issue on Sep 22, 2005 ยท 16 posts


zescanner posted Fri, 23 September 2005 at 8:04 AM

WOW guys! This is some great food to chew on. I will need to work on these things and see what I can (and my computer) can handle; to see how far I can push it. This is turning out to be a superb exercise for me. For now, I want to add a descriptive of my scene. It is basically a square room with a window in three walls and a door in the fourth. The girl is standing in the doorway behind the camera. It is bright daylight outside but I found a window object online that had water-dripped glass panes in it and that is what I used and what makes the outdoors look so dark. And that is why the window sill looks so smooth as I didn't mess with those textures (yet). Most of the light for this scene is coming in through a window that is out of view at the right side. The yellowed light, softer, is from the lamp. That is why it looks like there are two light sources. I chose the primitive shapes not because they mean anything or because they look like they "belong" in a room like this but because they don't. I know their shapes aren't interesting but when I started (with just sphere) and found its texture which I used here I liked that and went from it... focusing more on a couple of interesting textures rather than the nature of the object shapes themselves. Gog, when you said scale the sphere texture to give more detail, do you mean make it smaller and finer? I rather like it being overly rough and extreme. Maybe a "subtexture" on top of the big texture here? hmmm. And yes I'm sure it looks squashed because of the extreme FOV. Any tips on how to have a wide FOV and not distort things at the edges? As for all the excellent specific tips (especially madmax) those are EXACTLY the things I was fishing for. Thanx and I will put them to practice this weekend! Look for followup WIP soon. --Jeff