Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2025 Jan 04 3:16 am)
I'm not positive what the letters stand for but basically it's taking a real photo and using that to light your scene. AgentSmith did a thread some time ago on how to do this. You apply the photo to a sphere which surrounds your scene (putting a marble in both diffusion and ambience) and crank ambience up to 100%. The object in your scene with reflection will pick up the photo and this is what lights your scene. In this one I made the sphere about 5% transparent so sunlight could get through to give a bit of shadow to the bowl and bottle. This was rendered with soft shadows and blurry reflections.
Cool. Try using the backlighting method (search for "backlight" in the forum) This will make it so that you don't have to have all that chunky stuff where the pic is low-res in the foreground. HDRI stands for High Dynamic Range Image. A real HDRI contains special data that effects how the photo behaves in low light and bright light situations, as well as blur, etc. Many high end programs can use these images, but bryce can't, so for our puroposes, we refer to HDRI as a big shell with an image that gets plopped over the scene.
Caitlin, for now you have to download the pictures you want to use, but there is a program called HDRshop that will convert cubic images into spherical ones. A cubic projection is similar to spherical. You have an unfolded cube picture that gets folded up and you look around inside of it. Bryce can't use this format, so you would have to use HDRshop to convert the cube faces into a spherical projecion. Unfortunately, the software is not online right now.
One other little thing to ask: I created a sphere and made it huge to cover the work area, I then loaded a panoramic 2D picture that I'd made in Bryce. So far so good. But when I applied it to the sphere there was zilch definition. Q : how do you apply the texture to the sphere and maintain some detail ? Thanks in advance Catlin
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Try the backlighting method.Strange... I remember back when we first got TIR, and everyone was stoked because BR5 could complete all of it's internal reflections. This technique is definitely a step backwards, but I have seen some awesome images as a result. Still, to complete internal reflection, space as well as diffusion needs to be represented... Look at anything glass around you, and you'll see what I mean. Two glasses side-by-side would have to have TOTALLY DIFFERENT reflection maps to work with this method, and be true to internal reflection, due to parallactic displacement...
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