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Strange Power

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Strange Power

Made with Bryce

An experiment with Horo's treppenhalle.hdr and some lightbulbs. The bulbs I made with the aid of wings and some bryce primitives, the tables are from a selection fo modern funiture from DAZ. Lit with IBL and a couple of radial lights to make the bulbs "glow".

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Comments 17

A conversation around the artwork
spektyrArchived

OH LOOK!!! Uncle Fester's light bulb!!!! LOL

caperhArchived

. You right David I confuse the reflection with other bulb.

HoroArchived

You don't know how beautifully the HDRI used fits to the subject matter. It could actually be real! You did an excellent job in placing the tables into the HDRI space. And the DOF setting is absolutely convincing. You have that gradual blurriness that matches the blurriness of the HDRI. GWYDION16: the background is blurred because it is too small. Bryce cannot handle huge light probes and to have the background sharp (if DAVID had not used DOF, it would look the same), the diameter of the HDRI would have to be between 6'000 and 10'000 pixels. That's why HADR rendered as background are always blurry, more so the smaller the camera FOV is selected. I must give you a fiver for this, David.

rashadcarter1Archived

Love it. Nothing more to say. Great!

gatArchived

. nice dave very realistic, I really like those tables. it would have being cool if bryce could emit light from mesh, that way you could have placed a spiral in the bulb for more realism.

davidbrinnenArchived

With hindsight, I have to agree Icecreamman. Thanks.

icecreammanArchived

Great job, the foremost table is a little too reflective though.

davidbrinnenArchived

DOF = Depth of Field. It is switched on by going into the render options, activating Premium effects and ticking the DOF box at the bottom of the list. A couple of variable then become accessable - lens radius and focal length. Some experiementation is needed to set these right - I recomend 4 rpp for set up and then a minimum of 36 for the final render - 64 if you want really good results.

tina gazconArchived

Thankyou I now longer use sky-dome or ambience in my scenes. so I guess I'll have to play around with the properties & reflection & diffuse. Thankyou so much for your help.

GWYDION16Archived

please everyone do not kill me for asking this what is DOF and how do you use it

davidbrinnenArchived

The blur effect was achieved using the DOF in the premium render followed by postwork in PSP8 - edge preserving smoothe. As for getting things to look real, it is a matter, careful consideration of the colours used in the image and also, tweaking the material properties to include the right balance of reflection and diffuse response. No ambience or sky dome also helps.

Nightst4rArchived

DOF The blur is from the DOF settings in the renderer configurable when you're rendering :) This picture is awesome, gives it a real good ambience. Fantastic as usual!

GWYDION16Archived

nice I like this david how did you get the blur effect in the background

tina gazconArchived

* Very nice! I still can't get my projects to look real. I use the lighting that you suggested. Is it the props that I select? Some advice please. 5/5

davidbrinnenArchived

Translation is not bad. I think perhaps you have confused the reflection of the bulb in the foreground for another bulb? Yes, the DOF works well to blend the background and foreground, but is costly on render time. Thanks for your comment and translation!

caperhArchived

. Very original, I like when it give a defocusing him to the distance because it really seems as if outside a photography, but is a detail here that if you pay attention well both bulbs in centers that to the front seems as if one was above of the other and because that could not to happen because slipery, rather they are not seen in natural form, nevertheless is a very good work. google translation PD. i think is a bad translation

davidbrinnenArchived

Ooop... I know what I meant to say. DOF combined with some PSP8 filtering to reduce the "noise" found in both the hdr background and the DOF effect @36 rays per pixel.