Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2024 Nov 26 4:28 pm)
Most control - use an image texture, and layer on top of that a "dirt map", basically a texture that has been desaturated and contrasted up to be just basic values of gray.
Trickier - if you go with a Bryce procedural DTE .mat...I normally will take a bead over from my Diffusion (in the Value row) into an open channel, and try to choose a texture that will dirty it up. But, like I said, trickier.
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*Way too dark here...........:unsure:
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Bryster, yes, I am thinking that too. It is fairly dark. I am testing other options, mostly with the materials for the floor and the walls, attempting to fix them up so they will look better if there's more light. I'm also trying to soften the hard shadows coming from the sphere-light in the lantern. I'm leaning towards using more cone lights to lighten it all up too. There's a lot of work in that lantern (nearly 100% Bryce made (just the glass part is not)) and the Bryce 6 textures look great with it. I want people to see it ;-)
Btw, if no one has messed around with the primordial fire materials in the freebie section, I really recommend them.
Nice looking scene you have going here. I as well agree with the image texture idea suggested for the floor. As for the lighting, like you suggested softening the showdows coming from the sphere light would help alot. Have you thought about maybe using a caustic image on the sphere light or on one of the cone lights you may add, I think this may help out your lighting a lot. BTW nice job on the lantern.
I'd approach it pretty much like this:
The result will be your basic color texture map!
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For a bump map I'd make:
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(='.'=)
(")(")This is Bunny. Copy and paste bunny into your
signature to help him gain world domination.
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Included is a prototype render. The rocks in front of the lantern shall be removed, i think. The floor is too clean. Recommendations?