AA
 BB

Fugu

 


Joana Garrido
08/17/04

Fugu, a fish well-known in Japan for its poisoning spikes. 3ds max 5 (procedural textures).

email: joanagarridoNO@SPAMhotmail.com
homepage: http://www.joanagarrido.no.sapo.pt

BlueSphere

 


Christoph Welkovits and Jeff Patton
08/17/04

This is a partner work [Jeff Patton and Christoph Welkovits]. It´s a sss shader test[Party VolumePhoton + Party Volume]. It has an really interesting look we thought. Rendering time:2h 41min on a P4 2,0Ghz 512MB_Ram Render: MenatlRay 3.2 Chris and Jeff

Plz mail if you have question... and visit our homepage!
CU...

email: 3drawer@gmx.at & jeff@pixelperfectgraphics.biz
homepage: http://3drawer.pid.at & http://www.pixelperfectgraphics.biz

Hairball

 


Jeff Patton
08/17/04

I created this as a test for the Ornatrix hair plugin for 3dsmax. Hair is mapped onto a simple sphere.

Ornatrix website: http://www.ibmr.net/Ornatrix/

email: jeff@pixelperfectgraphics.biz
homepage:www.pixelperfectgraphics.biz

Imprisoned Sphere

 


Roderick van der Steen
08/17/04

Imprisoned sphere Although it should be very obvious what kind of sphere this is.. I made this one because I hate the fact that there are still people that get censored, tortured, and get all their personal rights taken from them. in dedication for those that don\'t have the opportunity to choose.

Rendered in Brazil R/S and composited in Roach

email: roderick@rain3danimator.com
homepage: www.rain3danimator.com

ICE Sphere

 


Christoph Welkovits [3Drawer]
08/13/04

This is a material test in mentalRay. It should be forsted ice. There is NO plugin used. Just the mentalRay displacement. Rendertime [480x480] about 22 min. If u have questions plz mail!

cu!

email: 3drawer@gmx.at
homepage: http://3drawer.pid.at

Stony Coral

 


Neil Blevins
08/13/04

Flipping through a coral book, I noticed an interesting piece of stony coral that had this neat dotted bump pattern on it. Of course I had to replicate it. The bump pattern is actually modeled in, basically I created a geosphere, chamfered all the vertexes, selected the resulting faces, then extruded them inwards slightly, and meshsmoothed the result. Then I made some smaller and bigger to achieve a more random look. Then I displaced the sphere with a noise pattern, and added a small bump which is noise ran through a warp texture. Rendered in Brazil.

email: neil@soulburn3d.com
homepage: http://www.neilblevins.com

Blue Veins

 


Thomas Egger
08/13/04

Blending of two materials, fr-metal (veins) and fr-advanced. the blending mask is also used as a bumpmap. HDRI-lighting.

email: tom1978@gmx.ch
homepage: http://madtom.owih.org

Singed Skin

 


Thomas Egger
08/13/04

Poor sphere ;-) blending of two materials, combined with a displacement map. HDRI-illumination

email: tom1978@gmx.ch
homepage: http://madtom.owih.org

Needles

 


Neil Blevins
07/24/04

A material / modeling test. Based on photos of a nudibranch (a kind of underwater worm), the needles are extruded faces from a geosphere, then moved around. The material is a complex layering of procedurals, the only unique thing about it is how I mapped the color banding on the individual needles. I applied a vertex color of white to the tips of the needles. Then a grew my selection by 1, removed from that selection my original needle tips, assigned that a vertex color of grey, then inversed the selection, removed the needle tips again (hence, selecting the rest of the vertexes) and made those black. Now I had a smooth gradation from white to black along the length of the needles. I then used the vertex colors in the mapped slot of a gradient ramp to apply my gradient following the vertex colors, and then noised up the gradient. Rendered in Brazil with a little skylight and some soft subsurface scattering.

email: neil@soulburn3d.com
homepage: http://www.neilblevins.com

Shell

 


Neil Blevins
07/24/04

I was looking through a shell book one day, and saw a cool pattern, and thought it would be neat to replicate using the warp texture (A footool plugin). The warp texture deforms other textures with an input texture. So for example, I could make a flat gradient (which once tiled, makes up the main stripes), and then apply noise to it in the warp texture, and the result will be my gradient noised up. Of course, you need more variety than that to make something look organic and non procedural, so I warped the texture like 5 times with different noises, and then layered more noise, cellulars etc on top of that. Rendered in brazil with a little reflectivity, the layering was done using Michael Spaw's CompositeMode. All procedural, the only map is for my environment map that's being reflected in the sphere ever so subtely.

email: neil@soulburn3d.com
homepage: http://www.neilblevins.com

Virus

 


Christoph Welkovits
07/24/04

This was a shader test.Thx to Neil Blevins for his help! There is NO light in the scene;using DOF.
Rendering time: 12min 29sec Render:FinalRender Stage1

email: 3drawer@gmx.at
homepage: http://3drawer.pid.at

MTD-Sphere

 


Christoph Welkovits
07/05/04

Rendered in Final Render Stage 1. Using the "Micro Triangle Displacement" (its really cool!) and GI+Skylight.

email: 3drawer@gmx.at
homepage: http://3drawer.pid.at

Glass-Cromesphere

 


Christoph Welkovits
07/05/04

This image is rendered with final render stage-1 + max 6.
time to render: 3h 1min 27sec

Hope U like it :)

email: 3drawer@gmx.at
homepage: http://3drawer.pid.at

Sub Surface

 


Justin Chance
07/05/04

Brazil sub surface scattering (sss), plus fresnel reflections shader..

email: dmxxl21@hotmail.com
homepage: www24.brinkster.com/dmxdxl

Love Of The Game

 


Justin Chance
07/05/04

Soccor balls rendered with brazil, using hdr maps for the lighting..

email: dmxxl21@hotmail.com
homepage: www24.brinkster.com/dmxdxl

Fusion

 


Justin Chance
07/05/04

Max scanline rendered shader test for an underling nexus of energy
under a thin skin...

email: dmxxl21@hotmail.com
homepage: www24.brinkster.com/dmxdxl

Earth Balls

 


Justin Chance
07/05/04

A test shader using a blend map in brazil to get this...

email: dmxxl21@hotmail.com
homepage: www24.brinkster.com/dmxdxl

Blue Marble

 


Henri Bai
07/05/04

This is earth... marble-like. I used NASA's Blue Marble textures, and
gave it a caustic effect. :)

email: quantsini@mchsi.com
homepage: http://quantsini.deviantart.com/

Metal Moon
 


Thomas Egger
07/05/04

Done in Max5.1 / Final Render Stage-1black fR-Advanced material, fresnel reflection (IOR 0.3), Spectral blue to yellow, BW-Bumpmap, same map used inverted for self-illumination. HDRI illumination.

Hope you like it! :-)

email: tom1978@gmx.ch
homepage: http://madtom.owih.org

Metal Moon
 


Amit Zohar
07/05/04

A metal moon sphere, created with Bryce 1.0 Beta

email: amito@freelives.com

Star of David
 


Amit Zohar
07/05/04

A sphere created with Bryce 1.0 beta

email: amito@freelives.com

Steel Wired Sphere
 


Gert Muurling

07/05/04

Just some leftover steel wires bent into a sphere. I used standard MAX 6.0 and scanline render...

email: gert@2morrow.nl
homepage: www.2morrow.nl

WireJumble
 


Joaquin Gimenez C.

05/31/04

To achieve this image I\'ve used the WireJumble script from BlurBeta.
The idea was to recreate a hand-made wireframe sphere.

Rendered in Brazil Rio R/S.

email: oakoxo@hotmail.com

HAL-z5
 


Eric MacArthur

05/31/04

A simple image using FinalRender Stage-1. The "'Memory Cylinders" are clear glass with an object light with a gradien map within the sphere.

And yes. My idea of an upgrade to HAL9000.

email: odopo9@hotmail.com

FlareNova
 


Laq

04/25/04

Maps created in Apophysis 2.0, mapped onto cylinder caps & rendered in scanline.
Post processing: Corel Photopaint.

email: laq@o2.pl

Soccer Ball
 


Anthony D'Agostino

04/25/04

My attempt to create a subtle radiosity effect by using multiple lights.
Note the diffuse lighting on the right side, and the fact that you can't tell where the shadows begin or end.

email:scorpius@netzero.com

homepage: http://www.redrival.com/scorpius

Two Golf Balls
 


Anthony D'Agostino

04/25/04

Note the subtle shading on the dimples that are indirectly illuminated,
the soft shadows, and the color bleeding. This is a result of finite-element radiosity at its best. My page has a very nice mpeg of
this scene.

email:scorpius@netzero.com

homepage: http://www.redrival.com/scorpius

ChronoSphere
 


Anthony D'Agostino
04/25/04

My model of the BackStep Sphere. Note the subtle noisy/dirty procedural texture on the panels. Also note the highlights on the bevels of each nurnie.

email:scorpius@netzero.com

homepage: http://www.redrival.com/scorpius

MicroSpheres
 


Michael Spaw
03/27/04

Here is another image inspired by the world of the microscopic.

Click on the image for a larger version.


rendered in Brazil r/s.

Lizard Egg
 


Wednesday Kirwan
03/21/04

This is a photoshop painting done on a WACOM tablet. I used several
reference photos for the face and body of the lizard (a chinese dragon) but theimage is hand-drawn.

email: wednesdaykirwan@hotmail.com

homepage: www.wednesdaykirwan.com

RefractedView
 


Kostas Amvrosia
03/21/04

MAX 6 Brazil R/S

e-mail: kostasamvrosia@hotmail.com

Burned
 


Saeed Kalhor
03/21/04

Made inside max with AfterBurn.

email: s_kalhory@yahoo.com

ParticleSphere01
 


Michael Spaw
02/14/04

After seeing a test image that Richard Annema threw my way, I had to give the particle sphere a try. Fortunately Particle Flow in Max allows for the same technique but it's a lot less involved to get the same results. Thanks Richard!

Click on the Image for a HiRez version.

Rendered in Brazil

ParticleSphere02
 


Michael Spaw
02/14/04

Click on the Image for a HiRez version.

ParticleSphere03
 


Michael Spaw
02/14/04

Click on the Image for a HiRez version.

VoxMap Sphere
 


Richard Annema
02/14/04

Created in 3ds max, this is a 3d procedural map (Noise) turned into a
pointcloud mesh. The mesh is then volume selected to leave a sphere(!) of points, which in turn is used as the source for a PArray particle system.
Some post-effecting (the gold glow/shine) in HDRshop.

email: rannema@hotmail.com

OrganicProcedural
 


Marcello Bortolino
01/19/04

Sphere & renderable splines with procedural texture & displacement
mapping. Uses Blur\'s Electric, Dinoskin & Supernoise maps. Splines generated by Blur\'s Wire Jumble script. Rendering & analytical displacement in VRay. Post colour tweaks & DOF effect in After Effects.

email: mbortolino@yahoo.co.uk

OrganicGlow
 


Marcello Bortolino
01/19/04

Procedural texturing test using the excellent free maps from
www.blur.com/blurbeta, & based on Neil Blevins\' organic texturing tutorial.

Maps used in material are: Electric, Dinoskin, Supernoise, & Max\'s native Splat. Rendered in VRay with analytical displacement mapping. Post volumetric effect & colour correction in After Effects.

PS. I'd love to try out the Turbulent map that you\'re developing (looks like the perfect fractal texture). Please release it soon!

email: mbortolino@yahoo.co.uk

BlueConeSphere
 


Roderick van der Steen
01/19/04

This is just a winterdoodle, its a Cone pulled over a FFD Helix, lit by
a arealight and GI.

Rendered in brazil.

email: roderick@rain3danimator.com

homepage: www.rain3danimator.com

Greebled Sphere
 


Yossi jimmy
01/19/04

Made in 3ds max 5.1 using brazil r/s and a little touch in Photoshop.

email: zion1977@zahav.net.il

homepage: yossijimmy.tripod.com

Spikes
 


Basem Mobarak
11/04/03

A Sphere done using max4.26...It has a displacement map as well a faint refelection map...Rendered using Default ScanLine Renderer and Filtered and composited using Adobe Photoshop 5

email: basem4000@lycos.co.uk

homepage: www.geocities.com/air_hendrex

Under Construction
 


ila soleimani
11/04/03

Inspired from an under construction site.
Used polygon-extrude & displaced with FallOff.

email: ila@ilasolomon.com

homepage: http://www.ilasolomon.com

Displaced Star
 


ila soleimani
11/04/03

Inspired from the Sun!
Hand-painted displace map.

email: ila@ilasolomon.com

homepage: http://www.ilasolomon.com

Ti Sphere
 


Michael Spaw
10/28/03

This is the third of the series based on the elements.

Ti is the symbol for Titanium

Atomic Number 22
Symbol Ti
Atomic Weight 47.90
Discovery Gregor 1791
Electron Configuration [Ar]4s23d2
Word Origin Latin titans: in mythology, the first sons of Earth
Isotopes There are 13 known isotopes of titanium. Natural titanium includes five stable isotopes with atomic masses 46-50.

Properties: Titanium has a melting point of 1660 +/- 10°C, boiling point of 3287°C, specific gravity of 4.54, with a valence of 2, 3, or 4. Pure titanium is a lustrous white metal with low density, high strength, and high corrosion resistance. It is resistant to dilute sulfuric and hydrochloric acids, moist chlorine gas, most organic acids, and chloride solutions. Titanium is only ductile when it is free of oxygen. Titanium burns in air and is the only element that burns in nitrogen. Titanium is dimorphic, with the hexagonal a form slowly changing to the cubic b form around 880°C. The metal combines with oxygen at red heat temperatures and with chlorine at 550°C. Titanium is as strong as steel, but it is 45% lighter. The metal is 60% heavier than aluminum, but it is twice as strong. Titanium metal is considered to be physiologically inert. Pure titanium dioxide is reasonably clear, with an extremely high index of refraction and an optical dispersion hgher than that of diamond. Natural titanium becomes highly radioactive upon bombardment with deuterons.

Uses: Titanium is important for alloying with aluminum, molybdenum, iron, manganese, and other metals. Titanium alloys are used in situations where lightweight strength and ability to withstand temperature extremes are required (e.g., aerospace applications). Titanium may be used in desalination plants. The metal is frequently used for components which must be exposed to seawater. A titanium anode coated with platinum may be used to provide cathodic corrosion protection from seawater. Because it is inert in the body, titanium metal has surgical applications. Titanium dioxide is used to make man-made gemstones, although the resulting stone is relatively soft. The asterism of star sapphires and rubies is a result of the present of TiO2. Titanium dioxide is used in house paint and artist paint. The paint is permanent and provides good coverage. It is an excellent reflector of infrared radiation. The paint is also used in solar observatories. Titanium oxide pigments account for the largest use of the element. Titanium oxide is used in some cosmetics to disperse light. Titanium tetrachloride is used to iridize glass. Since the compound fumes strongly in air, it is also used to produce smoke screens.

Sources: Titanium is the 9th most abundant element in the earth's crust. It is almost always found in igneous rocks. It occurs in rutile, ilmenite, sphene, and many iron ores and titanates. Titanium is found in coal ash, plants, and in the human body. Titanium is found in the sun and in meteorites. Rocks from the Apollo 17 mission to the moon contained up to 12.1% TiO2. Rocks from earlier missions showed lower percentages of titanium dioxide. Titanium oxide bands are seen in spectra of M-type stars. In 1946, Kroll showed that titanium could be produced commercially by reducing titanium tetrachloride with magnesium.

Source: Los Alamos National Laboratory (2001), Crescent Chemical Company (2001), CRC Handbook of Chemistry & Physics (18th Ed.)

Click on the image for a larger version.


rendered in Brazil r/s.

Cu Sphere
 


Michael Spaw
10/28/03

This is the second image in a series based on the elements.

Cu is the symbol for Copper

Atomic Number 29
Symbol Cu
Atomic Weight 63.546
Discovery Copper has been known since prehistoric time. It has been mined for more than 5000 years.
Electron Configuration [Ar]4s13d10
Word Origin Latin cuprum: from the isle of Cyprus

Properties: Copper has a melting point of 1083.4 +/- 0.2°C, boiling point of 2567°C, specific gravity of 8.96 (20°C), with a valence of 1 or 2. Copper is reddish colored and takes a bright metallic luster. It is malleable, ductile, and a good conductor of electricity and heat. It is second only to silver as an electrical conductor.

Uses: Copper is widely used in the electrical industry. In addition to many other uses, copper is used in plumbing and for cookware. Brass and bronze are two important copper alloys. Copper compounds are toxic to invertebrates and are used as algicides and pesticides. Copper compounds are used in analytical chemistry, as in the use of Fehling's solution to test for sugar. American coins contain copper.

Sources: Sometimes copper appears in its native state. It is found in many minerals, including malachite, cuprite, bornite, azurite, and chalcopyrite. Copper ore deposits are known in North America, South America, and Africa. Copper is obtained by smelting, leaching, and electrolysis of the copper sulfides, oxides, and carbonates. Copper is commercially available at a purity of 99.999+ %.

Sources: Los Alamos National Laboratory (2001), Crescent Chemical Company (2001), Lange's Handbook of Chemistry (1952)

Click on the image for a larger version.

rendered in Brazil r/s.

Au Sphere
 


Michael Spaw
10/28/03

This is the first in a series based on the elements.

Au is of course the symbol for gold

Atomic Number 79
Symbol Au
Atomic weight 196.9665
Discovery: known since prehistoric time
Electron Configuration [Xe]6s14f145d10
Word Origin: Sanskrit Jval; Anglo-Saxon gold; meaning gold - also Latin aurum, shining dawn
Isotopes: There are 18 isotopes of gold. Gold-198, with a half-life of 2.7 days, has been used to treat cancer and other illnesses.

Properties: The melting point of gold is1064.43°C, boiling point is 3080°C, specific gravity is 18.88 (20°C), with a valence of 1 or 3. The melting point of gold is an assigned value, which serves as a calibration point for the International Temperature Scale and International Practical Temperature Scale. In mass, gold is a yellow-colored metal, although it may be black, ruby, or purple when finely divided. Gold is the most malleable and ductile metal. One ounce of gold can be beaten out to 300 ft2. Gold is a good conductor of electricity and heat. It is not affected by exposure to air or to most reagents. It is inert and a good reflector of infrared radiation. Gold is usually alloyed to increase its strength. Pure gold is measured in troy weight, but when gold is alloyed with other metals the term karat is used to express the amount of gold present.

Uses: Gold is used in coinage and is the standard for many monetary systems. Gold is used for jewelry, dental work, plating, and reflectors. Chlorauric acid (HAuCl4) is used in photography for toning silver images. Disodium aurothiomalate, administered intramuscularly, is a treatment for arthritis.

Sources: Gold is found as the free metal and in tellurides. It is widely distributed and almost always associated with pyrite or quartz. Gold is found in veins and in alluvial deposits. Gold occurs in sea water in the amount of 0.1 to 2 mg/ton, depending on the location of the sample.

Sources: Los Alamos National Laboratory (2001), Crescent Chemical Company (2001), Lange's Handbook of Chemistry (1952)

Click on the image for a larger version.

rendered in Brazil r/s.

Deadly Disease
 


ila soleimani
10/28/03

Inspired from the inner of an animal.

email: ila@ilasolomon.com

homepage: http://www.ilasolomon.com


WoodBlockPrintSphere
 


Matthew Lewis
10/28/03

Heading back into NPR stuff: the lovely woodblockprint RenderMan shader by Scott Johnston conveys lighting by adjusting the thickness and density of the "cuts".

Described in gory detail in "Advanced RenderMan" by Apodaca+Gritz.

email: lewis.239@osu.edu

homepage: http://www.accad.ohio-state.edu/~mlewis/

FishySphere
 


ila soleimani
10/28/03

Inspired from Under the Sea Creatures.
Used Celluar, Splat and Marble shaders with VRay renderer.

email: ila@ilasolomon.com

homepage: http://www.ilasolomon.com

Chip Off The Old Organic Sphere
 


John Aldrich
10/15/03

Playing around with Neil Blevin\'s excellent Lifepod Shader. I added
some maps to the Diffuse and Displacement maps in order to enhance the look and make the skin seem a bit more beaten up.

You can learn more about the original at.shader at http://www.neilblevins.com

email: cdaldrich@ezworks.net

TimeTest04
 


Hakujin
09/27/03

Created and rendered in MojoWorld 2.0

email: buddycat@easystreet.com

Dotted Globe
 


Saeed Kalhor
09/27/03

Be careful! Don't touch it! This is very unstable!!!
hehe :))

Wow. overall 1,200,800 poly in a clony of around 40,000 sphere.
i hope you like it.

email: s_kalhory@yahoo.com

CellSphere
 


Basem Mobarak
09/17/03

Sphere, Displacement map, celshaded with Illustrate 5.1

email: basem4000@lycos.co.uk

homepage: www.geocities.com/air_hendrex

ParticleSphere01
 


Michael Spaw
09/09/03

I've been playing with Particle Flow at work recently and was inspired to play with it a bit more at home. It's quite an amazing system and very flexible. One of the cool aspects is it allows scripted control of the particles. In the case above the color of the particle is determined by the vector it's traveling. I had been musing about this for a little while and finally broke down and asked for some help on how to accomplish the shading. Fortunately for me Grant Adam, a fantastic TD, who has helped me out more than once, provided the solution in no time.

Thanks again Grant!

Take a look here for a animation.

rendered in Brazil r/s.

Plasma
 


Saeed Kalhor
09/09/03

I'm using a plasma map of worley Essential Textures in refraction and
Displacement.

rendered in Brazil r/s.

email: s_kalhory@yahoo.com


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