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AloneWither within your empty heart,Alone by citalopraming
space to keep the silent part.
Bleed out into the bitter soul,
endless night a darkend hole.
Released of all real function,
race that never reached the start.
Paying the cost a heavy toll,
never realise true redemption.
Alone forever inside a trap,
life is the tightend strap.
Gather all your hollow gifts,
play them with shallow rifts.
More you have to tie you down,
rot around you fill the gap.
Accept the truth from the shift,
refill your hole and silently drown.
Never will you understand,
man is not a one man band.
Share the truth with a love,
souls that slip on like a glove.
Don't hide yourself behind a sign,
or place yourself on distant land.
Pull together no need to shove,
take your place within the line.
Probably because it is not something of my every day experience I find underwater a very difficult subject.
I’ve had a break from the caustics for a while and decided to explore some other effects. The streaming light rays are stimulated directly by the caustic light via a hypertexture driven diffuse response on an otherwise invisible surface, other light sources are excluded from interacting with this surface. Also a “wibbly” sheet of material sits in front of the camera to add some distortion. “Bits” floating in the water, again occupy an otherwise invisible surface and are likewise reveled by the streaming rays - hypertexture and boost light make them visible and sharp. HDRI lighting provides a low level of general ambient. Haze adds to this illusion. Two point lights provide “dappled” light via a gels (though this does introduce some noise do to a gel light bug I don’t feel it is a sufficient issue not to use this effect) and the sun through specularity creates highlights on the waters surface, again an exaggerated response via hypertexture and also some ambient effect to lighten the “foamy” bits up.
As clever as all that sounds, the question is… does it yet look like we are underwater? Having now sunk (I put that pun in for Dave’s benefit) many hours into fine tuning aspects of this scene. I can’t really be as objective about it as I should.
The Stanford dragon is there as a shadow casting test. An earlier iteration lacking this feature took me down a route that while promising would not work with additional props in the scene. So that’s why that is there.
Render time has risen due to the addition of effects and light sources to around the ten minutes mark.