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132 comments found!
yup, that's possible... But of course you hardly feel the need for it there because the other way works easier :)
Thread: Difference between Bryce and Vue | Forum: Vue
I have to agree with Phantast:
Once really well used to both interfaces Bryce works faster. It's easier to accurately place objects because of the fast switching between bigger views. It's able to handle more objects at once etcetera.
Once the scene is ready and you want to render it then Vue is better and faster by far (that is... if you don't enable too many gimmicks).
For me enough reason to use Vue for now. Doesn't mean I don't miss the, in my opinion, faster and easier to use Bryce interface
Thread: Making Prints with Vue, resolution needed??? | Forum: Vue
Use the largest pic you are willing to render and enlarge it with PS or PSP. Normally when you let it print then the pixels are just enlarged. If you use a smartsize (or whatever works best for you) then the room between pixels will be interpolated and most of the time it looks better if printed then. Finally add some filters to it that smooth, sharpen, clarify etc... the newly sized pic and you could get away with a smaller render and still have a good quality print.
Thread: Here we go again: Bryce vs Vue | Forum: Vue
I've been using Bryce for a long time and now recently moved over to Vue. I don't know what landscape possibilities voe pro has but I have to correcte Waldo on the advancement of terrains. Every time I want to produce a realistic terrain in vue then I MAKE it in Bryce and export it into Vue. The render engine is better in Vue but Vue seems to have big problems with complex Boolean operations of imported models. So... There's a lot to say for Vue.. but for Bryce as well
Thread: * * * May challenge is closed ! Please vote * * * | Forum: Vue
Thread: Too many Library books ! | Forum: Bryce
I forgot... Make the renders to be used for height map /texture from a top or front view. NOT with any perspective in it or it will look really awkward
Thread: Too many Library books ! | Forum: Bryce
Do a distance render on the front of the bookshelves and use it as a heightmap on a terrain + texture it from a regular render on the shelves. That way you can alays decrease the resolution of the bookshelves that are further away.
Thread: One last WIP before i hit the road. | Forum: Bryce
Two things I can think of... One thing is that the grit seems a bit "too clean". I would expect to see some difference in size:
Another thought of why it might not look good to you is that the color seems not the same as the color of the walls (but that might also be the lighting playing tricks on me). The eye expects the same color of the sand as it is made from the same material as the rocks.
Besides all... I love it as it is already
Thread: Simulated HDRI | Forum: Bryce
yup... But when I use spotlights I can safe myself a whole lot of rendertime. I'm rendering one now with advanced renderoptions and DOF on. It's going faster than I imagined coz I started it at work to render over the weekend but I saw it's already finished. The shadow problem is cmopletely gone in that one.
Thread: Simulated HDRI | Forum: Bryce
PJF.. that's right.. My lightdome was not very dense (101 lights). I think when I add another 100 lights it should solve the shadowproblems that are obviously still there. Another option would be to use soft shadows but with 100 lights I'm not too keen on that
Thread: Simulated HDRI | Forum: Bryce
Attached Link: http://www.renderosity.com/viewed.ez?galleryid=454337&Start=1&Artist=Kylara&ByArtist=Yes
At the link there's an example of the first time I tried this. Only then I used it to simulate shadows from the trees on sand instead of making use of the sphere itself for lighting. There was still a light inside the sphere then.Thread: Simulated HDRI | Forum: Bryce
And yes... I know it's not a very artistic image... Just made to show how I did it. I thought it was something new but I guess not :)
Thread: Simulated HDRI | Forum: Bryce
Exactly... I have the sphere set at a tranparency of only 2 (so I keep the contrast). Then I use a lightdome outside of the sphere that with fairly intense light settings (intensity of 10 for each light is rather high if it had not gone through an almost black sphere). Now you see that the sphere is coloring the objects you place inside. So this technique makes it possible to use whatever material you want and still get the exact right results.
Thread: Simulated HDRI | Forum: Bryce
The light is coming from lights of course.. but the HDRI sphere is filtering everything to the right colors. This mkes it effectively coloring the lights from the right position. Specially at the lowest image you should be able to see that there's a lot of difference in colloring. ALL the lights are plain white though. And the ball is grey. So the colors on the ball are comming from the HDRI sphere. So yes... this is almost the same as true HDRI. Only thing you have to do is to make the white lights go through the sphere and let the sphere filter out the unwanted colors. It's basically the same principal. Only difference is that the image is set to color the lights here (whatever color the sphere is) instead of being a lightsource itself. The results can be exactly the same though.
Thread: Simulated HDRI | Forum: Bryce
yes.. but they're not about actually using the HDRI-sphere as lightsource. These images ain't that good but they're just meant to show something.
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Thread: Difference between Bryce and Vue | Forum: Vue