Overview
I've got a number of images in the galleries that are experiments
attempting to coerce Bryce into rendering something that looks
like radiosity (global illumination).
Basically, there are three ways that I know of to simulate
radiosity in Bryce:
- Use omni lights to simulate radiosity where direct light
strikes an object.
This can be a pretty complicated approach and only works
in certain lighting situations. The previous Oracle series
uses this method. It was moody, it had a look but I wasn't
overly pleased with the results.
- Klaus's Fake
Radiosity method.
This method works on outdoor scenes and looks good in
theory but falls short of what I'm looking for in practice.
It's very clever though. This one uses the blurred reflections
feature in Bryce 5 so you can't use it in earlier versions.
For the record, I agree with Klaus, true ambience is useless
for any sort of photo-realistic render.
- Necati's Simulated
Radiosity method.
This method only works on indoor scenes. Again, it's
very clever and it uses special light arrays so it will
work with all versions of Bryce. However, you lose all the
specular properties of your materials.
All of these methods are murder on the render times, the
second two mess with the specular properties and none of them
are really giving me a satisfying radiosity effect.
I also experimented briefly with the idea of creating two
renders. A radiosity solution (using one of these methods)
and a shadow solution (normal render) then combining the two
as layers in Photoshop. You get some interesting effects when
you blend the radiosity render using "soft light",
but again, it really isn't what I'm after.
The search continues ...
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