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davidbrinnen — Bryce 7.1 Pro - SM to reduce render time tut

Published: 2012-10-31 11:40:21 +0000 UTC; Views: 1870; Favourites: 10; Downloads: 91
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Description Bryce 15 minute scene - using the Spherical Mapper to reduce render time - by David Brinnen

This video covers a moderately advanced Bryce 7.1 Pro topic. Part of the video also relies upon being able to generate a spherical map, this can be done in any number of ways, but for the sake of simplicity, our (Horo and myself) own product is used to achieve this effect. So additionally this tutorial might be of special interest to those that already own this product (or are thinking of getting it) and want to see Spherical Mapper used practically in one of the countless ways it could be used (more examples are provided with the product itself, along with tutorials and documentation).

Better viewed in HD - some of the controls in Bryce are quite fiddly and small.

For more tutorials visit [link]
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Comments: 24

Litterboy [2013-01-25 14:08:53 +0000 UTC]

You always have the best and most informative tutorials.

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davidbrinnen In reply to Litterboy [2013-02-03 14:30:09 +0000 UTC]

Thank you.

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GabrielM1968 [2012-11-06 10:21:26 +0000 UTC]

I don't buy the SM... i tried to make my own but il very very hard to find the right parameter and form to use... it's an optical problem... And with removal of reflexions... it's very intersting... But don't worry : no way to break the business ! If I find theway: I keep it for me...

But i not sure to find how...

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davidbrinnen In reply to GabrielM1968 [2012-11-06 12:06:33 +0000 UTC]

OK I'll give you a couple of clues. Lenses with a refraction setting in Bryce lower than 100 do not generate reflections in the same way as those with a setting over 100. Another clue also. If you use a torus, you can edit the internal diameter and this gives you access to a whole range of elliptical(?)curves on the outer diameter in the direction of the axis of symmetry. Note you can make the correct lens shape using a mesh - but mesh smoothing in Bryce is not good enough for results without artefacts - however, you can use the mesh wire frame to match your lens to the Bryce primitive - this was the approach I used for the Scene Converter it was after making this I then reckoned I could make the Spherical Mapper in Bryce. Last clue... make yourself a longitude latitude map to check your workings in a 2:1 aspect ratio. Then you can relate your adjustments of the curve and the optics to the distortions.

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GabrielM1968 In reply to davidbrinnen [2012-11-06 13:00:49 +0000 UTC]

Merci Monsieur Brinnen !!!

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davidbrinnen In reply to GabrielM1968 [2012-11-06 21:32:33 +0000 UTC]

Don't be daft. If you get stuck, I'll offer more clues.

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GabrielM1968 In reply to davidbrinnen [2012-11-06 21:52:05 +0000 UTC]

Sorry but I have a real admiration for your mastery of our favorite software... and also for the way you share you knowledge.

I spend lot of time to find the primitive but I never thought of a torus. Thank you...

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davidbrinnen In reply to GabrielM1968 [2012-11-06 22:16:45 +0000 UTC]

Because I've never been able to afford anything new, I've been encouraged to learn everything about what I have got. I have tried demo's of other 3D software but a combination of price and interface has been enough to put me off. And because for a long time Bryce did not get developed, the kind of things I started experimenting with stated getting really obscure. And it is the obscure and seemingly pointless experiments that occasionally yield the most surprising discoveries.

The torus is good because you can control the curve of the lens in two ways, one by squashing it along the axis of symmetry and the other by E (editing) it and adjusting the internal radius. This is necessary because you have two aspects to deal with, one is that the pole should arrive on the exact upper edge of your long lat projection and the other is that you want a linear transition of degrees between north and south poles. You have two issues to face here, one is the lens material and the other is an artefact within the lens (another clue - "cut" it out - almost* like you might the water from the inside of a boat). *you want only to deal with the outer lens. Additional lens elements in this situation will make your life really challenging because you will then have even more variables to cope with.

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GabrielM1968 In reply to davidbrinnen [2012-11-07 08:05:39 +0000 UTC]

Thank you... again... I think i can find with all these tips...

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davidbrinnen In reply to GabrielM1968 [2012-11-07 15:19:43 +0000 UTC]

Needle in a haystack...

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Ton-K300 [2012-11-02 17:49:30 +0000 UTC]

Beautiful! I like how the cloud (middle) melts into the sky, however, the sea here seems to behave as if it were a lake (IMO - if indeed it is a sea!). I think thats what Vicky means ?
I get the feeling the mountain range is sitting on a cleft or ridge of sorts that shows up further to the right of the sceene.

It's still beautiful though!!

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davidbrinnen In reply to Ton-K300 [2012-11-04 16:28:04 +0000 UTC]

Thank you. Well, I could spend a lot longer faffing around with these scenes, but there is always the constraints of the video length. If you saw how long I spent modifying filters in the DTE in one texture in one material, you would despair of ever seeing a completed render out of me. The tutorials are breaking me of that habit somewhat, but at the same time, I am irritated not to have the image I wanted at the end.

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Ton-K300 In reply to davidbrinnen [2012-11-05 15:47:03 +0000 UTC]

I can understand that. Attention to detail takes time.

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VickyM72 [2012-10-31 16:42:09 +0000 UTC]

You know what Bryce needs? A separation between the water and the ground. I love Bryce, and I have shitloads of Bryce renders in my gallery, but that is one thing that keeps me from using it more often. That...and the render times. Love what you can do with it though!

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davidbrinnen In reply to VickyM72 [2012-10-31 17:17:11 +0000 UTC]

Thank you. But I am not sure I understand what you mean by "a separation between the water and the ground"? Can you provide an example? Maybe there is already an answer to this in Bryce? You never know...

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VickyM72 In reply to davidbrinnen [2012-11-01 21:47:12 +0000 UTC]

I'd like to see a technique that masks where the ground meets the water is what I actually meant, kind of like what you did here: [link]

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davidbrinnen In reply to VickyM72 [2012-11-02 08:17:50 +0000 UTC]

For this image you linked to I have made a tutorial - Bryce shoreline - a 15 minute tutorial by David Brinnen but do you mean you want to see an alpha mask generated instead? Or do you mean... thinking about it... you might mean how to hide the transition between water and land? Now that is a tricky topic indeed. If that's the case, give us the nod and I'll put it on my "to do". That though will probably take some pondering... there is an Easter egg - it's a bit prone to crashing - that makes infinite planes respond to submerged terrains - have you seen that? It's a bit obscure I know. I don't think I can remember how the process is triggered... I will try to remember.

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VickyM72 In reply to davidbrinnen [2012-11-03 19:14:05 +0000 UTC]

I'd certainly love to see the Easter egg, and anything else you come up with! Another thing i was thinking about, an aerial shot of perhaps a lighthouse/shore (even shore without lighthouse), with many different layers of waves approaching the shore. Also, maybe some crashing waves against the rocks near the shore would be great too. Just some ideas that I would love to see done in Bryce more realistically than they have been done before

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davidbrinnen In reply to VickyM72 [2012-11-04 16:19:46 +0000 UTC]

I'll start with the Easter egg.

Bryce undocumented feature - the sea foam Easter egg - by David Brinnen

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VickyM72 In reply to davidbrinnen [2012-11-04 17:48:34 +0000 UTC]

Love it, thank you!!

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davidbrinnen In reply to VickyM72 [2012-11-04 19:50:01 +0000 UTC]

Well... see what you think of it when you've tried it. Low priority is pretty slow.

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iytj [2012-10-31 12:01:44 +0000 UTC]

gorgeous work!

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davidbrinnen In reply to iytj [2012-10-31 16:21:52 +0000 UTC]

Thank you.

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iytj In reply to davidbrinnen [2012-10-31 18:11:34 +0000 UTC]

you're very welcome!

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