tjohn opened this issue on Jul 19, 2005 ยท 11 posts
tjohn posted Tue, 19 July 2005 at 9:53 AM
Attached Link: http://www.renderosity.com/viewed.ez?galleryid=1004957
This is not my "second childhood". I'm not finished with the first one yet.
Time flies like an arrow; fruit flies like a banana.
"I'd like to die peacefully in my sleep like my grandfather....not screaming in terror like the passengers on his bus." - Jack Handy
bandolin posted Tue, 19 July 2005 at 9:58 AM
That is simply awesome. Mind giving us of lesser talent a small tut on how you made such a nice render in Bryce. I've rendered some of my wings models, but they never turned out as nice as this.
<strong>bandolin</strong><br />
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tjohn posted Tue, 19 July 2005 at 10:09 AM
This is not my "second childhood". I'm not finished with the first one yet.
Time flies like an arrow; fruit flies like a banana.
"I'd like to die peacefully in my sleep like my grandfather....not screaming in terror like the passengers on his bus." - Jack Handy
RodsArt posted Tue, 19 July 2005 at 10:13 AM
___
Ockham's razor- It's that simple
tjohn posted Tue, 19 July 2005 at 10:31 AM
LOL at Rod!
This is not my "second childhood". I'm not finished with the first one yet.
Time flies like an arrow; fruit flies like a banana.
"I'd like to die peacefully in my sleep like my grandfather....not screaming in terror like the passengers on his bus." - Jack Handy
CorwinRathe posted Tue, 19 July 2005 at 10:43 AM
Sweet, looks good.
bandolin posted Tue, 19 July 2005 at 12:06 PM
OK I understood all of that except the Fake HDRI part. What is that exactly? HDRI= High Dynamic Range Image? Aren't images supposed to be placed on 2D planes?
<strong>bandolin</strong><br />
[Former 3DS Max forum coordinator]<br />
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Freestuff</a>
<p><em>Caution: just a hobbyist</em></p>
tjohn posted Tue, 19 July 2005 at 3:05 PM
Attached Link: http://www.renderosity.com/tut.ez?Form.ViewPages=712&PageAction=View&Page=1
Here's a tut by Vile that explains the basic Fake HDRI in the first couple of pages. Hope this helps.This is not my "second childhood". I'm not finished with the first one yet.
Time flies like an arrow; fruit flies like a banana.
"I'd like to die peacefully in my sleep like my grandfather....not screaming in terror like the passengers on his bus." - Jack Handy
tjohn posted Tue, 19 July 2005 at 3:12 PM
The basic idea (as I understand it) is that light bounces around in real evironments, lighter objects deflecting more light, darker ones absorbing. Bryce doesn't do this, but by giving the reflective surfaces (in my pic, everything but the sand) something to reflect besides the Bryce sky and a plane (a picture of a room, for example) it fakes the idea. A sphere is used because it can surround everything in the scene a make it look like the objects are in a more complex environment. I'm afraid someone else might explain this better. :^)
This is not my "second childhood". I'm not finished with the first one yet.
Time flies like an arrow; fruit flies like a banana.
"I'd like to die peacefully in my sleep like my grandfather....not screaming in terror like the passengers on his bus." - Jack Handy
MoonGoat posted Tue, 19 July 2005 at 8:29 PM
Alas most of the major HDRI concepts elude me too. I've been steering clear of reflectivity a lot for a while.
Incarnadine posted Wed, 20 July 2005 at 7:05 AM
Hey MoonGoat- HDRI is a special image format which has significantly more than the base 8 bits per channel which allows for a much greater range of illumination data. With standard 8 bit, you can only have 255, 255, 255 as the most powerful light be it a candle or the sun. This image is applied to a sphere in a luminace channel and is used to provide lighting data for the model/scene. In a program that can use this data as image based lighting, the image area corresponding to the sun will have much more drive than the image area corresponding to the candle. This is not to be confused with radiosity, sometimes called bounce lighting, which is a rendering technique which allows light to be reflected from various surfaces while still providing illumination at the reflected location but affeceted by the qualities of the relecting surfaces material properties. Hope this help a little!
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