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Subject: Mixed bag(hidden freebie)


TwistedBolt ( ) posted Sat, 28 August 2004 at 4:08 PM · edited Tue, 11 February 2025 at 5:42 AM

Attached Link: TA Smoothie

file_125388.jpg

Follow the link and go to the folder of the same name.There are 2 files,1 is a TA scene that allows for smoothing(unless angle is real sharp),and the other is an indoor scene file(called atrium) of the same set up.But the atrium file comes with an indoor room model.So its a hidden freebie sorta.

Drac this has all that stuff I was talking about in chat(wink wink).

Message edited on: 08/28/2004 16:11

I eat babies.


TwistedBolt ( ) posted Sat, 28 August 2004 at 4:14 PM

file_125389.jpg

This wood texture comes with the atrium scene too. Also, crank up RPP for less grain(but longer render times).

I eat babies.


TwistedBolt ( ) posted Sat, 28 August 2004 at 6:17 PM

file_125390.jpg

here is an example with a mike 1 head.the ears still look stupid...but the mesh is to low rez there.This pic uses no sun.

I eat babies.


jasonmit ( ) posted Sat, 28 August 2004 at 7:23 PM

Hey, that looks fairly real.


Ornlu ( ) posted Sat, 28 August 2004 at 7:47 PM

Sometimes the best way to get a smoother look is to just render at double the resolution. The render time is usually shorter than adding more rpp and it's generally better for everything else in the scene as well. All of my 800 by 600 renders are originally 1600 1200 in bryce.


TwistedBolt ( ) posted Sat, 28 August 2004 at 9:15 PM

righto Ornlu,also adding a texture helped a bit too.

I eat babies.


Ornlu ( ) posted Sat, 28 August 2004 at 10:01 PM

Also question, did you add thickness to the room with the spheres? i think a lot of that light may be leaking through the thin surface.


Ornlu ( ) posted Sat, 28 August 2004 at 10:33 PM

file_125391.jpg

Here's my little attempt at replicating that scene. The major difference is that I added thickness to the walls and put three small lights in the room to give the ceiling the color of the floor. they were placed at the three locations the omni outside the room casts light and were set to linear falloff. There was also a slight- photoshopping involved to add a couple hilights and blur the light coming through the windows.


xenic101 ( ) posted Sat, 28 August 2004 at 10:53 PM · edited Sat, 28 August 2004 at 11:01 PM

But this 'room' is totally different than the last 'room'. If I wasn't rendering two pics right now, I'd have to play with this and the other info until I figured it out.

Damn! I wish someone would come up with a manual and some sample scenes so I could understand the how, what, and whys. They could name it (in all-caps) some thing pompous. In about two weeks or so... *** did some checking, think I understand now, still can't check it (rendering). ***

Message edited on: 08/28/2004 23:01


TwistedBolt ( ) posted Sat, 28 August 2004 at 11:23 PM

the room in the download is different than in my pic(the light leak is fixed).The leak happened for 1 major reason.2 points where slightly off the rest(had not connected to the wall&roof right.It wasnt even bryce, but a modeling flub.Cool pic Ornlu,doesnt the floor already add color to the cieling with TA on...or is yours non TA?

I eat babies.


TwistedBolt ( ) posted Sat, 28 August 2004 at 11:34 PM

oh yeah the thinkness thing,I used a slight bit of fog&haze with color perspective on(set to 0,0,0) and a volumetric spot set very low at the same angle as the sun.2 or 3 percent volumetric world would have worked too, but made the render way to long.Render times where reletively short for my 300Mhz computer.

I eat babies.


Ornlu ( ) posted Sat, 28 August 2004 at 11:39 PM

Yeah mine uses TA, I just used the lights to get some better hilights.. their intensity is really pretty much negligeable in the scene as a whole. It was originally rendered at 800 600 and took about 1 hour 44 minutes... pretty long render if you ask me. But pfft.... I'll have to check out the scenes you have offered.


TwistedBolt ( ) posted Sun, 29 August 2004 at 12:00 AM

Ornlu, in my copy of C4D 1-4hour renders are mormal when using "Real" radiosity in an actual simulation(at high render settings for print 4000x4000 @600 DPI).My renders of faked radiosity in bryce are in the same time frame...but at 600x800 normaly(way slower).But like I say, my computer is 300Mhz.....so most anybody should be able to use these scenes with somewhat decent times(I hope).Someone gave me times of 5-10 minutes on a scene I did like this earlier, at 64RPP with reflections on and all.I noticed DTE textures render almost 100 times faster than picture texures too.

I eat babies.


Ornlu ( ) posted Sun, 29 August 2004 at 1:14 AM

300 mhz? Oh my...


pumecobann ( ) posted Sun, 29 August 2004 at 5:49 AM

Yep, TwistedBolt definately missed a zero there methinks ;-)

The wait can be horrific, but the outcome can be worse - pumeco 2006


PJF ( ) posted Sun, 29 August 2004 at 6:57 AM

Yikes! Gotta admire a guy messing with True Ambience at 300Mhz.


Ornlu ( ) posted Sun, 29 August 2004 at 9:26 AM

The reason DTE renders faster than picture textures for you is more than likely a memory issue. How much memory do you have?


TwistedBolt ( ) posted Sun, 29 August 2004 at 12:07 PM

196 of physical and 400 of virtual,the slow down is most aparent when hi-rez textures&models are used(my max is 2 V3's with hi rez maps in bryce).Its a bryce thing though,C4D and Zbrush 1.5 work fast as hell(c4d render has no problems as well).I think its a bit my computer, and a bit Bryce(being so old and such). LOL@ PJF @ Pumeco.....i'm listening

I eat babies.


pumecobann ( ) posted Mon, 30 August 2004 at 1:45 PM

@TwistedBolt, Listening to what good sir?

The wait can be horrific, but the outcome can be worse - pumeco 2006


pumecobann ( ) posted Mon, 30 August 2004 at 1:48 PM

I've gotta be careful what I say around here ya knows!

The wait can be horrific, but the outcome can be worse - pumeco 2006


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