Alien Worlds - Pedestal Arcology
This image shows how well Bryce does volumetrics. Note how parts of the scene get hazier with greater distance. The thickness, height, and other factors can be tweeaked in the Sky Lab the haze to create any thickness in the volumetric haze and fog settings. Yes this one also has a volumetric infinite Cloud Slab, which is why the render took nearly 9 hours to complete at a resolution of 3200 x 1800 px.(This version has been reduced in size to accommodate this PFD Thread.) If I hade went for the 4000 x 2250 maximum size for a 16-9 aspect ratio, the render time would have been nearly 16 or more hours.
Now to the story here:
In the Inter-Galactic Alliance we find worlds with very high populations; basically, overpopulated worlds. The solution to overpopulation, without killing off a lot of beings, is to come up with ways to accommodate the increasing population.
One way to do that would be to create very large structures that are entire cities, and are able to house a few million inhabitants. These structures are called Arcologies. This world's inhabitants did that, but their population kept increasing at an ever faster rate, making it neccessary to build more around the main structure. This one in particular is the home of 10,000,000, and the surrounding area can support 50,000,000 more.
The Pedestal Arcology is 5 miles wide and 2.5 miles in height. It is a great distance from the camera, and yet its surrounding under-builds are much wider.
It is a good thing that the world has joined the IGA, because very soon, without interstellar travel capabilities, their world would not be able to sustain them any longer. Now they have access to the technologies of countless other member worlds, that are willing to share their advanced knowledge.
The base model of this scene is the PedestalCityPlatform. It is made to accommodate city blocks, like Dystopia City Blocks, Greeble City Blocks, and city models like those created by Hermineo Nieves. I will be offering this model for use in Bryce 7.1 Pro, and you will be able to put materials on it in that application, even though it has yet to be UV mapped. This is another awesome capability that Bryce has. If you make a model and import it into Bryce, even if it has not been UV mapped, it will still let textures show on the surfaces of the model. If your model has material zones, Bryce will recognize those as separate objects, and apply the texture to only the material zones you have selected. This way you can create a model with several material zones, that you can texture differently to create a really good looking model in your scene. What's more is that you can save the model to your Objects Library with the materials you applied. So when you wish to use the model, it will already have the textures you want applied.
There are other awesome features in Bryce that make it still relevant to this day. Too many to mention here, that's for sure.