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Subject: What causes this??


Ravyns ( ) posted Fri, 01 March 2013 at 9:17 PM · edited Fri, 22 November 2024 at 8:10 PM

file_492165.jpg

What causes the way the bottle on the left looks before it's rendered?   I used the Wings hole material on this one but it looked the same when I intruded it. 

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Life may not be the party we hoped for but while we're here we should dance.

 


staigermanus ( ) posted Fri, 01 March 2013 at 10:39 PM

looks to me like Zbuffer not working


Ravyns ( ) posted Sat, 02 March 2013 at 11:48 AM

Is Zbuffer a Bryce thing or PC problem?  Or Wings??

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Life may not be the party we hoped for but while we're here we should dance.

 


airflamesred ( ) posted Sat, 02 March 2013 at 4:25 PM

z buffer is a photoshop thing AFAIK. Looks like a wings issue to me. That hole mat buisness is is none sense. If it's a hole why would it need a mat?


staigermanus ( ) posted Sat, 02 March 2013 at 8:41 PM

No, not photoshop. Zbuffer is 3D pipeline thing. If you use OpenGL or DirectX for 3D, i.e. if you have an option to enable such 3D modes, it'll likely use it, and even if enabling software graphics pipeline for 3D such as available in Carrara, you typically have a Zbuffer to sort the depth of pixels being rendered.

 

To me it just looks similar to wat you get when Zbuffer is either disabled or not working: there's no sorting of the pixels, so they appear in any order. Typically the order in wich they're being rndred from the mesh in the 3D scene.

 

If the model was created in Wings, it may have its influence as to which facets are drawn first and next and last but the Zbuffer is responsible for showing what's close and hiding what's far and hidden. When it's transparent, all should appear to some degree. But the Zbuffer is still needed.

I'd look into Bryce settings: are you able to determine which 3D pipeline it should use? are you able to enable/disable Zbuffer in that choice? are you able to switch to another pipeline like software or OpenGL or DirectX and see any change?

Is it doing this on other computers too?


staigermanus ( ) posted Sat, 02 March 2013 at 8:43 PM · edited Sat, 02 March 2013 at 8:44 PM

Quote - z buffer is a photoshop thing AFAIK. Looks like a wings issue to me. That hole mat buisness is is none sense. If it's a hole why would it need a mat?

with mat you mean material?

you can create holes in the geometry or in the material

If in the material, something like an alpha channel can be used to indicate opacity. Fully transparent is equivalent to a hole.

except, it could still show specular highlights or reflections, even refraction. Tricky tricky


Ravyns ( ) posted Sun, 03 March 2013 at 11:09 AM

file_492217.jpg

I can't find any Bryce settings other then the Render ones in the open program.  Am I missing something there?  And I can't find anything in the pc files. 

This computer has a habit of installing program  files willy nilly in 2 or 3 different places.  Usually I can track them down & put them all together in one place. Other times they are lost forever. I don't know if it's a Windows Vista thing or if the pc is just insane. 

I remapped the bottle & tried some different things in Wings but none of it helped the way it looks in Bryce.  Tho' they sometimes look odd in Wings if I use the hole thingy. Think I'll go ask about it in the forum on the Wings site.

On a brighter note.  I've managed to figure out how to get the bottle textures to look more like I want them too.  What I'm working on requires a lot of glass bottles etc. & I'd like them to work better then they seem to be doing now. 

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Life may not be the party we hoped for but while we're here we should dance.

 


clay ( ) posted Mon, 04 March 2013 at 6:29 PM

If you're modeling in other apps make sure your poly faces are all facing the right direction before you make a UV map of it, then save it out as .obj import into Bryce and it should be fine when it imports the .mtl file. If you're doing them with texturd 3 maps, load that image in bryce in the mat lab in the transparency.

Do atleast one thing a day that scares the hell outta ya!!


airflamesred ( ) posted Tue, 05 March 2013 at 2:50 AM

The one on the right looks to have reversed normals, toward the bottom. If you're adding bryce procedurals you won't need to UV map.


Ravyns ( ) posted Wed, 13 March 2013 at 10:13 AM

file_492574.jpg

Thanks Much everyone..  The image is some practice stuff.

Thanks for the suggestion Clay.. I didn't even think of trying that. Shows I still have LOTS!! to learn in Bryce. 

airflamesred.. I keep checking the normals & it shows them all pointing outward. I suppose as long as they render Ok I shouldn't complain.

There is a purpose behind all this.  I'm trying to furnish an Apothecary interior.  I've created a whole fantasy village in the last few years & decided that some of those buildings need interiors. I think I may have started with the hardest one.. LOL ..

Anyway.. Here's a night image of the interior.  I'm also trying to learn to use Bryce lighting which is the reason behind this one.  Feel free to tell me what I've done wrong.. 

http://ravynsworld.com/1interior5.jpg

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Life may not be the party we hoped for but while we're here we should dance.

 


airflamesred ( ) posted Wed, 13 March 2013 at 12:56 PM

Looks OK. Have you got some sort of liquid layer inside?


clay ( ) posted Wed, 13 March 2013 at 3:46 PM

Send me a bryce file of one of your bottles dude:  claymh@cableone.net

Do atleast one thing a day that scares the hell outta ya!!


Ravyns ( ) posted Wed, 13 March 2013 at 7:43 PM

Clay..  Email is on it's way.. I hope. It's coming from Ravynsworld.  Let me know if it gets there OK.

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Life may not be the party we hoped for but while we're here we should dance.

 


airflamesred ( ) posted Sat, 23 March 2013 at 3:01 PM

any updates?


clay ( ) posted Sat, 23 March 2013 at 3:03 PM

I made sure all the normals and faces were correct in Maya, nothing seemed to change heh, so geometry is fine.

Do atleast one thing a day that scares the hell outta ya!!


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