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geometric abstract
geometric abstract
Comments: 3
Anurin

16.09.2019, 04:29








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Steep shores
Steep shores

            

Steep shores
Description: Bryce 7 Pro. Render Premium TA 36 rpp, soft shadows. Render time 6:41:46.
Lighting: Sun and Bryce Sky HDRI.
Modeling: Bryce, Wings 3D.
File size 38.5 MB.
Added by: slepalex
Keywords: Bryce, Wings 3D, Instancing Lab, HDRI, landscape, trees, shore, cliff, foam, volumetric clouds
Date: 05.27.2019 13:41
Hits: 161
Downloads: 4
Rating: 0.00 (0 Vote(s))
File size: 654.3 KB
Previous image: Between the rocks



Author: Comment:
Horo
Admin

Join Date: 05.26.2004
Comments: 4495
-

Very well done coastline, vegetation and sky. If you use an HDRI, do you exclude the volume clouds from the HDRI light?
05.27.2019 17:12 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/
slepalex
Member

Join Date: 10.15.2010
Comments: 846
Thank you, Horo

Yes, the clouds and sky from HDRI are not used here. HDRI is a clear white sky and sun from the side of the camera and is used only for lighting with a minimum quality of 15. Rendering with TA removes these discrete shadows from HDRI, which are noticeable with quality 15 and Normal renderer. The power of the light I adjust using the "HDRI Effect". Here the procedural sky, clouds "Cumulus", and also volumetric clouds (Slab) are added.
I made the first render with Quality Speed = 5 for 3 hours and 40 minutes. At the same time, the well-known layers in the volumetric cloud were very noticeable. Therefore, I returned to Quality Speed = 20. I updated my computer in September 2018, so the render time was reduced to 3-4 times and I only have enough for this one night maximum.
Yes, I sometimes use clouds and the sky from HDRI to create some kind of effects like a fiery sunset that cannot be created with the usual Bryce atmosphere. But still, I try to keep IBL Quality as low as possible to reduce the size of the scene file.
05.27.2019 17:55 Offline slepalex slepalex at yandex.ru
slepalex
Member

Join Date: 10.15.2010
Comments: 846
*

And yes, I always exclude volumetric clouds from HDRI. Sometimes I turn off the sun, and I only include volumetric clouds in a distant light. This is the case when the volumetric clouds are too deep shadow on the scene.
05.27.2019 17:59 Offline slepalex slepalex at yandex.ru
slepalex
Member

Join Date: 10.15.2010
Comments: 846
*

There are two options to exclude the shadow of volumetric clouds.
1. a) Turn off the sun.
     b) Distant Light 1 - include Slab (illuminates only volumetric clouds).
     c) Distant Light 2 - exclude Slab (illuminates only the scene).
2. a) Do not turn off the sun.
     b) Distant Light 1 - exclude Slab (lights the scene with the sun).

In both cases, exclude Slab from IBL.
05.27.2019 18:13 Offline slepalex slepalex at yandex.ru
Horo
Admin

Join Date: 05.26.2004
Comments: 4495
-

Thank you for your elaborate explanation. I do not use TA much in landscape renders, but use soft shadows also for IBL to get the hard IBL edges smooth if rendered with quality 16. Using distant lights instead of the sun so the volume clouds can be excluded is a good idea. I never thought about that, so thank you. I sometimes use a distant light in the zenith instead of the sky dome to add colour. Sky Dome has no shadows and penetrates all objects, with a distant light, this can be corrected.
05.28.2019 08:29 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/
slepalex
Member

Join Date: 10.15.2010
Comments: 846
*

Unknown that faster:
a) soft shadows for IBL when rendering Normal,
b) there are no soft shadows for IBL when rendering with TA.
Obviously, the TA render provides other advantages for simulating global illumination, especially when there is a lot of grass, trees and other objects in the scene. However, when using materials with translucent foliage, the render time is greatly increased, but the quality also increases. Recently, following the example of c-ram, instead of translucent foliage, I use a certain amount of Ambience in the material to accelerate TA rendering. In this work, that's exactly what I did.
----
" I sometimes use a distant light in the zenith instead of the sky dome to add colour. Sky Dome has no shadows and penetrates all objects, with a distant light, this can be corrected."
I did not understand this. What "sky dome" do you mean? Is the Sun&Moon tab (Sky Dome color) or IBL (Sky Dome only)?
05.28.2019 10:53 Offline slepalex slepalex at yandex.ru
Horo
Admin

Join Date: 05.26.2004
Comments: 4495
-

Yes, Sky Lab sky dome color not black. It is a radial in the zenith without falloff and shadows that shines down through all objects. The brightness can only be adjusted by the colour, or grey value.

Yes, no soft IBL and sun shadows with TA. TA fills in shadow regions (between grass blades or foliage), IBL cannot - except when shadow intensity for IBL is reduced (75% or 50% instead of 100%). I prefer this method because even a bit of ambient makes objects glow, bump and geometry get lost. This makes the objects appear flat. Sun shadow intensity is global and should always be 100%, IBL shadow intensity works like all light sources, except the sun. Reduced shadow intensity lets some light through the objects without making the objects look flat like ambience and a white sky dome does.
05.28.2019 13:22 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/
slepalex
Member

Join Date: 10.15.2010
Comments: 846
*

The gray value of the Sky Dome does not solve the problem of lighting in the shadows. The bright Sky Dome mainly covers only horizontal surfaces. This effect does not affect vertical and negative slopes. The same applies to Distant Light at the zenith. It illuminates only from above, which in some cases gives a positive effect, but does not solve the problem as a whole. In this case, it is better to place the Radial Light in the coordinates of the camera without a falloff and with soft shadows. This will give the best result in the normal rendering.
I prefer to now create a Bryce Sky HDRI with a white sky and the position of the sun in the direction of the scene from the camera. Then I add the procedural sky, the atmosphere and the key light from the sun in the altitude I need and the azimuth. The intensity of illumination is regulated in IBL and in the sun. The direction of the most intense light (this is where the virtual sun) in the HDRI from the side of the camera gives the best result for landscapes. This is an analogue of Radial Light in camera coordinates.
However, this is a long conversation for the forum with examples and screenshots.
05.28.2019 18:11 Offline slepalex slepalex at yandex.ru
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