BB |
Fugu
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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
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BlueSphere
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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
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Hairball
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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
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Imprisoned Sphere
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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
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ICE Sphere
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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
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Stony Coral
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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
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Blue Veins
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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
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Singed Skin
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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
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Needles
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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
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Shell
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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
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Virus
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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
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MTD-Sphere
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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
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Glass-Cromesphere
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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
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Sub Surface
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Justin Chance
07/05/04
Brazil sub surface scattering (sss), plus fresnel reflections shader..
email: dmxxl21@hotmail.com
homepage: www24.brinkster.com/dmxdxl
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Love Of The Game
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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
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Fusion
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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
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Earth Balls
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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
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Blue Marble
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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/
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Metal
Moon |
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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
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Metal
Moon |
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Amit
Zohar
07/05/04
A metal moon sphere, created with Bryce 1.0 Beta
email: amito@freelives.com
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Star
of David |
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Amit
Zohar
07/05/04
A sphere created with Bryce 1.0 beta
email: amito@freelives.com
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Steel
Wired Sphere |
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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
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WireJumble |
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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
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HAL-z5 |
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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
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FlareNova |
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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
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Soccer
Ball |
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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
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Two
Golf Balls |
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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
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ChronoSphere |
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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
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MicroSpheres |
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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.
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Lizard
Egg |
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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
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RefractedView |
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Kostas Amvrosia
03/21/04
MAX 6 Brazil R/S
e-mail: kostasamvrosia@hotmail.com
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Burned |
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Saeed Kalhor
03/21/04
Made inside max with AfterBurn.
email: s_kalhory@yahoo.com
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ParticleSphere01 |
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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
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ParticleSphere02 |
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Michael
Spaw
02/14/04
Click
on the Image for a HiRez version.
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ParticleSphere03 |
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Michael
Spaw
02/14/04
Click
on the Image for a HiRez version.
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VoxMap
Sphere |
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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
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OrganicProcedural
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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
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OrganicGlow |
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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
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BlueConeSphere |
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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
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Greebled
Sphere |
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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
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Spikes |
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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
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Under
Construction |
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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
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Displaced
Star |
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ila
soleimani
11/04/03
Inspired from the Sun!
Hand-painted displace map.
email: ila@ilasolomon.com
homepage: http://www.ilasolomon.com
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Ti
Sphere |
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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.
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Cu
Sphere |
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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.
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Au
Sphere |
|
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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.
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Deadly
Disease |
|
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ila
soleimani
10/28/03
Inspired from the inner of an animal.
email: ila@ilasolomon.com
homepage: http://www.ilasolomon.com
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WoodBlockPrintSphere |
|
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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/
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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
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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
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TimeTest04 |
|
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Hakujin
09/27/03
Created and rendered in MojoWorld 2.0
email: buddycat@easystreet.com
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Dotted
Globe |
|
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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
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|
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
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|
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.
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Plasma |
|
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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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Year 1 Archive
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