Here, I changed the material mapping on the terrain from Worldspace to Object Cubic to get rid of the diagonal interference pattern spektyr noted and David explained. I've tried all mapping modes and only Cubic resolved the problem. I had to increase the frequency of the material tenfold and also changed the scale from 25% to 75% in order that it fits to the "buildings". Rendered with only 64 light, increased intensity and effect of the HDRI slightly and did some contrast enhancing in PS.
HDRI's - I've made 86 light probes for Bryce thus far (see http://help.horo.ch), not counting the variations of the same theme. David is an absolute expert in Bryce lighting (and many other Bryce and non-Bryce related things). His help in testing my output and his suggestions have been of invaluable help. I am now trying to consolidate what I have got and will see what is fit to be put on my website.
This looks much better. I can actually get a sense of dimension when looking at the windows and the buildings are so clean and crisp. The scene is definitely 3 dimensional. The sky is a bit grainy but , after all, this is hell and I can't expect a pleasing sky, can I?
Very good quaity image. 5/5
Join Date: 08.07.2006 Comments: 254
I have to agree with spektyr on this. This is much better! Way to go Horo! 5/5
Join Date: 04.15.2004 Comments: 1097
Very interesting, Horo. I checked your previous entry and I'm not really sure which one I like most. The first one, due to the slight darker texture I find to my liking, but in the second one the diagonal pattern is gone. The both skies are simply perfect for the theme and the scene. I'm also thinking one thing - if you're up to go beyond the limitations of Bryce with some post work on the buildings. From distance they look incredible but close to the monitor the texture pattern somehow destroyes the overall impression. Remember the PS tutorial for the city lights? I think this might be a good situation to try it out. It's in the Tutors section on my site.