Daz3d Bryce

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Tammara Freimark

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Aug 4, 2024, 3:41:01 PM8/4/24
to diatingaydar
CRam, you've gone above and beyond once again. The vegetation models are very good, the scene arrangement is quite natural looking. You've even made the ivy look really nice. As a fake Vue render I'd say it hits the mark spot on. Brilliant work as always from you.

SlepAlex,

You are another one of those artists whose work I really look forward to seeing. In a dream world Bryce would be the number 1 Hollywood scene environment generator and you and C-Ram would be the go to guys for a truly awesome looking complex scenario. Your still lives are always perfect, models, textures, placement, lighting. I'm impressed to say the least.


David Brinnen,

You're having fun it seems with Bryce these last few entries and that is good to see. Technical studies are fun but actual art is even more fun. These images would have been totally mind blowing from Bryce just a few years ago, but today in the right hands we know this type of output is possible.


Horo

I've got a whole list of things to tell you over at Bryce5.com. For here I'll just say that now more than ever, I'm convinced you have unlimited abilities with Bryce. I don't think there is a single situation for which you don't have at least a starting notion of what to do.


ElectroElvis,

The lady is quite tall, but I still like the overall impression. Hopefully you will develop this into a street corner or something similar. I also REALLY REALLY like the scene of the kid doing a flip...wowzers. Really smart choices from you in every aspect from staging to lighting to materials to posing. Picture perfect.


eermusic,

Don't you know how dangerous it is to post images of flying saucers that might actually look real? I really like the light and shadow from the iphone pic and the simple yet fitting flying saucer reflecting the environment.




no other tools were used, i did not make those models, simply just imported them into Bryce, the texturing i did myself as well as the lighting...oh and the composition of the scene, but other than that, that is about all i have done....but thank you very much for the nice comment :)


Thank you for your comments. I long time worked on material of a jug and fruits, so forgot about the wall and tabletop. :) Indeed, their textures do not fit into the overall concept of still life. This is called "Eye zamylilsya." My online translator can not overcome the word "zamylilsya." This means: the eye was covered with muddy soapy film in the process, so some of the obvious things you do not notice.

I also did not understand the word "Pledge". Is meant battered old English table, for example, in the Victorian style, which can be found in a thrift shop, second hand shop or in a landfill? The word "Endust" in the dictionary does not exist.


@slepalex - this is an outstanding still life. How could I critisise? The only thing that jumps in my eye is that our apricots are yellow/red, but that's just a difference in plants. As for the backdrop, it does look a bit odd but I somehow find the geometric pattern complements the natural roundish objects. I know the problem of working hard on details and missing the obvious. I think this happens to all of us now and then.


Bryce 7 Pro. Render Premium 16 rpp. Time 26 hours.

The main source of light Radial Light with soft shadows, additional - off-camera Sphere Dome Light and another Sphere Dome Light to create the effect of GI.

Modeling: Bryce, 3dsMAX, Sculptris, Wings 3D.

This is my next work. Please critically evaluate and make comments.


Wow.. this one has got a painted touch! You've reach the sence of details here. Fruits are looking realistic. I find the picture a little bit to dark but that's a minor problem. Well done sir! I think that we are on the same way. You and I can shake hands.


@Rashad : Thanks for your great comment Rashad! I know that we are just few brycers using the software this way but that's my quest : proving that bryce is always in the race like Terragen and Vue. We just need a new development cycle to bring a new breath to the engine for lowering down that render time.


@Fishtales I feel like those are the most special! They are the products of the flexing of the muscles of computer and software. Other times they are an accidental dial pull and everything blows up lol


@David Brinnen Those colors o.o I agree, its the unrealistic aspect of it that makes it pop and makes the time spent worth it. the horizon itself kinda what the disorientating feeling one would get when in flight I would Imagine. was that done with the camera? or spherical effect?


Blue texture in back is an altered and played with preload from Bryce7Pro as a place holder for what I have plans for

(wanting to think of a way to have a background similar to that, but with the LEDs actually animating softly etc)


The second is a proof of concept for me using Bryce to create skydomes, trees and texture positioning and importing it all into Unity3D

..then finally exporting everything into an .APK Throwing it into my phone...and having a walk about :)


The last is a 3D mesh I modeled in Sculptris and imported into Bryce. Same altered preload texture was used on it. But that volumetric when I rendered everything down took over 12 hours lol No photoshop


@Fishtales: Nice work on the cloud slab. Maybe a bit too bright in the first render? I've done some cloud slab in the past with IBL and TA and this takes ages. Works better with the TA off for the clouds, but then maybe they get a bit dark in the shadows.


I combine the space theme with my abstract balls theme now. At renderosity, I added a scary colourful blob made from metaballs. I now modifies and relocated the metaballs and their textures as well as the surrounding circle, that is now a 'soccer ball' (as in Bryce), but with perfect mirror texture. So now we have a strange space creature....


I created my next little house. Still a rather modern look, because I found it hard to make a roof with tiles. I still struggle with finding a suitable material for the white kind of semi-transparent curtains, that should prevent to look inside. (as you can see behind the larger window on the right side on the first floor. Is still a work in progress. Especially the garden needs a bit of work ;-)


You known 'em well: heads are down, they text while walking, oh, and they bump into you...sigh :shut: Thanks to the modellers for the phones, which I got here (with some additional add-ons and adjustments of my own as they weren't quite perfect).


Cheers, Horo... saw it on the street the other day (hence the render as a project). Two guys clashed, phones fell on the ground but neither broke. It would have been funnnier if they clashed again as both guys bent down to pick up their phones at the same time :lol:


Am I the only one who can see faces and animals in the stonework? It is the same when I am in the hills. I can look at stone outcrops and mountains and see images in them. Perhaps I just haven't outgrown my childhood imagination :-)


Exporting meshs don't seem to work right, and absolutely hates textures. So I'm pretty sure im doing something wrong. I've tried searching out some video tutorials (Ive gone over quite a few of Davids in the past few weeks), but Im just coming up empty handed.


@DaemonKnight - looks exciting what you're working on. When you export a textured mesh from Bryce, the textures are converted to pictures. When you import them, the material looks not the same anymore, lost a lot of quality, too.


I suspect the key to your problem is large scenes. That and even though you're using LAA you're still not giving Bryce all it can use. I say that because LAA can allow Bryce to use up to either 3.4 or 3.6 GB I'm not sure because I've heard both. Either way though that's more then all the memory you have. So between that and the fact that some of that also goes to running your OS and any other things you might have running (anti virus, IM, media player, etc.), Bryce is still not getting all it can to work with.


Another thing to consider is this, is that a prebuilt machine like a Dell or HP or some brand of laptop? I ask because 3GB is an odd configuration for custom built machines but is common in prebuilt machines that use onboard video. In those cases if say your video card is supposed to be 1GB then that one GB is coming from your 3GB of system memory leaving 2 for everything else. So while you think you've got more then enough you don't You really need at least 4GB preferably 8 and an OS that can recognize that much memory.


Now intially I said your problem may just be large scenes just because it gets to 99% doesn't mean there is some simple trick that will get you to 100% I understand your reasoning but it doesn't always correlate that way. Sometimes a scene is too big because it just has too many objects and you really are out of memory. In that case all you can do is remove things until it does work. Sometimes though a scene is too large because of the textures used. Like for example, if you are importing one of the Elite Characters for V4 or M4 to populate the scene, their textures can be quite large in resolution like 4000x4000. A texture that size takes up alot of room and is only needed for extreme close up where you want to be able to count the pores in the character's skin (not literally just figuratively). Otherwise that texture could be shrunk down to a more standard resolution like 1280 x1280 and everything will still look fine and you'll use less memory. Of course you could also opt to use a lower resolution figure like say V3 Reduce Resolution or any of the several lorez figures offered at Daz by Predatron.


Now there is one thing that can eat into your memory enough to cause problems and that is the undo buffer, which I believe can cover up to 20 changes made. So if that's what's holding you back then the thing to do is save you scene just before rendering, close bryce down completely, restart Bryce and then reload the scene and then do whatever you were trying to do when you got the out of memory error. You unfortunately have to close Bryce to clean out the buffer but doing it that way should free up some memory if you made alot of adjustments to your scene prior to getting the intial error.

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