Frog/fish Eggs?

Nathan Fariss

This was made from metaparticles inside a sphere. A mesher was used to get access to the particle mesh and then a push modifier was used to create the outer glassy layer. Materials are a combination of brazil wax and glass with simbiont maps. HDRI (from Rod van der Steen)was used for reflections.

email: nathan@hello-napalm.com

homepage: http://www.hello-napalm.com


Michael Spaw

I stumbled Greg Martin's fantastic work and just had to try a couple of his tutorials. If you get a chance visit his site its well worth the trip.

This planet while not hand painted like his example uses many of the same tricks to achieve the final look. In this case I built a fairly simplistic shader for the surface on a lit sphere. I have no doubt a more naturalistic result could be achieved using a combination of techniques and I want to play with the idea some more. Take a look at the hirez version here.

P.S. Greg if you catch this I'd love to get a sphere from you.


Aravin Duraikannan

The sphere was built procedurally out of disks of random radius and
orientation. Raytraced with an HDR environment map, plus some post-processing.

email: aravin@mentis.ca

homepage: http://mentis.ca

Inner Light

Aravin Duraikannan

This was modelled with maxscript and heavy booleans. The sphere and volumetrics were rendered separately and composited with much tweaking. It looks nicer at higher resolution.

email: aravin@mentis.ca

homepage: http://mentis.ca


Roderick van der Steen

"Out of boredom great things shall be made" would be a good title for this image, which is actually the motivation behind it :D. Displacement map created in photoshop, then put on a standard sphere in max and rendered with Brazil 1.2 using glossy reflections a selfmade hdri map and an arealight.

email: roderick@rain3danimator.com

homepage: www.rain3danimator.com


Michael Spaw

The appearance of the surface is almost entirely dependant on the function used to distort the normal of the point being shaded. In this case the result is almost liquid nature. For a look within look here.

Rendered in Brazil.


Michael Spaw

I've continued to play with this idea of surface pattern created by the distortion of light. While the technique is not amenable to precise creation of a given look, some nice organic characteristics can be achieved. Some would call this serendipity.

Rendered in Brazil.


Michael Spaw

Another test in the series.

Rendered in Brazil.


Michael Spaw

Often in nature it is the simplest of mechanisms that lead to the most complex results. This can also hold true for computer graphics if the artist is willing to do a little experimentation. This sphere for instance, is built from only one simple procedural function used to perturb the surface. The resultant color and form comes from the play of light against that surface. For a quick animated view within the sphere take a look here.

Rendered in Brazil.


Saeed Kalhor

Just a test with PRMAN. 3DsMax+MaxMan+PRMAN.

email: s_kalhory@yahoo.com


Michael Spaw

Here is the third installment of the Reaction Diffusion series. I'm particularly fond of the patterning on this Sphere as it gives a good idea of the relative complexity that can be generated by these systems.

Rendered in Brazil.


Michael Spaw

This is the second in the series of Reaction Diffusion based images. While this Sphere contains a fairly simple field of spots its interesting to note that it, as the previous image grew out of a homogenous field into this self organized pattern.

Rendered in Brazil.


Michael Spaw

Since the first time I saw some of the patterns produced by Reaction Diffusion simulations I've been hooked on the topic. For those not familiar with the term, Reaction Diffusion is generally thought of a mathematical or chemical model where two or more components react in a non-linear fashion. These interactions can lead to stable pattern formation that often mimics those found in nature. Zebra stripes, Giraffe reticulation, and mollusk shells are just a few of the many complex non-random patterns that can be produced through these methods. Simply stated, they offer a real world solution to the mythical can of stripped paint. For more information on the topic, check out some of the links in the reference section of the site.


Rendered in Brazil of course.

Meaty Bulb


3sdmax scanline render of a (modifier) displaced geosphere. uses both procedural textures and a bitmap. slight contrast and grain added in fusion.

email: cpb@al.com.au

Alien Plant Farm

Gert Muurling

Just a little experiment with the plugins available here. I used colornoise and vectornoise in the alien plant material.

email: gert@2morrow.nl

homepage: www.2morrow.nl

Radiolarian From Hell

Jon Bell

This was inspired by Mike's Radiolarian images; I created a relatively simple version of a Radiolarian (a doctored sphere with Meshsmooth applied), added some self-illuminated Noise textures and a volume Omni light, and rendered it with Brazil.

email: jonbell@earthlink.net


Petter Alm

Playing with hdri in MAX

email: alm.petter@spray.se

V'ger Swirl

Jon A. Bell

I've always loved creating unusual pseudo-volumetric effects in 2D and 3D, similar to the way that Doug Trumbull created the V'ger effects for Star Trek: The Motion Picture. This sphere consists of a series of nested, rotated,shrinking spheres mapped with the same 2D bitmap, created with KPT filters in Photoshop. The artwork is mapped onto the Diffuse, Opacity and Filter color channels of the sphere material.

email: jonbell@earthlink.net


Vladimir Jankijevic

Once again I was experimenting with materials and lightning.

email: mail@jankin.com
homepage: http://www.jankin.com

Feather Ball

Chris Pember

Just a little experiment. I was trying to make some feathers a while back, and just reopened the file for a sphere render :)

email: cpember@franticfilms.com
homepage: www.3dluvr.com/gunnah


Michael Spaw

I've wanted to do a better take on the SEM Radiolarian image that is in the gallery for some time now. During a bit of down time between projects I started on a new and hopefully improved version. Its been sitting waiting for a bit of post and I finally got around to finishing it up tonight. Click on the image for the full resolution version.

Rendered in Brazil of course.


Nick Nakadate

Rendered in Brazil r/s 1. Photon\'s only, no regather. This sphere came out of a study on actual solid glass block architectural samples.

email: nakadate1@earthlink.net
homepage: http://www.pixelforge.com


Michael Landgrebe

One displacement map and one material assigned to a simple geosphere, little glow and grain added in videopost

email: sushidelic@sushidelic.com


Michael Spaw

Recently I've been playing with some ocean surface simulation code based on the work of Jerry Tessendorf of Arete fame. The results are fairly realistic and naturally Id love to get it to the point where it looks as good as Arete. This sample image was rendered in Brazil. For an image of what the result looks like when it all goes wrong I've added an image to the Experiments page using the shader.

Dark Cloud

Marcelo Souza

Hi there. Nice Sphere Gallery here. :)

I like to tune up shaders a lot ! :) Mainly using Procedural on some slots. :) So...I did this "Cloud" shader, using some mix channels, and some Max celular/fractal procedurals as Bump, and Displacement map. :) It's like a very dense cloud, and good to do cartoon look clouds. :)

It could be easily modified to act like a SNOW BALL shader. :)

email: marcelo@3donline.com.br
homepage: http://3donline.com.br/port/


Paul Sherstobitoff

email: sherstobitof@earthlink.net
homepage: http://homepage.mac.com/sherstobitoff/Menu10.html


Paul Sherstobitoff

Booleaned together with PowerBooleans and rendered in Brazil with Glossy reflections.

email: sherstobitof@earthlink.net
homepage: http://homepage.mac.com/sherstobitoff/Menu10.html


Andrew Harron

Made this image while trying to help someone accomplish a swirly-pearlescent look for a scene they were working on.

email: drewbie@utzweb.com
homepage: http://www.utzweb.com/


Gabriele Protti

In this period I was thinking about many toys of mine that filled my youthness. This marble test is nothing but a Brazil Glass and Photon Caustics and a refraction test using a gradient map into refr. slot to reach my goal! Hope it reminds something to you too.

email: info@gabrieleprotti.com
homepage: http://www.gabrieleprotti.com/


Roderick van der Steen

This is a little test thingy I made with the new Brazil R/S Skin Shader
which is currently under construction. I added some displacement mapping and hairs, and rendered the whole thing with DOF. :) the goal was to make it look discusting. I
hope you "like" it.

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


Martin Lykke

I was playing around with Neil Blevins falloff tut from here

I ended up testing the SSS feature of brazil on it. Looks waxy to me.

email: martin@wilddemo.dk


Neil Blevins

Quick shader test for some hair I\'ll be using on a character one of these days. Notice the shorter, lighter hair and then the sparse darker hair. I read about how many animals have longer hairs sparsely placed on their body called "guard hairs", their purpose is they'll let the animal know something is trying to grab them before whatever it is actually reaches the animal itself, sort of like an alarm system that makes a perimeter around the animal.

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


Michael Spaw
01/21/03 created in 2000

Back in 2000 I started playing with shaders to try and replicate the look of scanning electron microscope imagery. This was one of the first attempts to recreate that look. The image had been sitting on an old drive that I recently plugged back in so I thought I would share it.


Chris Campbell

I was greatly inspired by this whole sphere thing so here's my submission. I was testing the effects of color based on displacement height. P.S: I don\'t know about these other spheres, but this is one high poly sphere!

email: faaip_de_oiad69@hotmail.com
homepage: www.silvermyst.studios.web1000.com

Not Quite Sure

Dagan Potter

It's a sphere with a SuperCell diffuse and lots of nested procedural shaders for displacement.

email: dagan@daganpotter.com
homepage: www.daganpotter.com


Vladimir Jankijevic

...just testing how to make some dirt with procedural maps.

email: mail@jankin.com
homepage: http://www.jankin.com

Metalic Dirt

Vladimir Jankijevic

Some more playing with procedural maps and displacing...

email: mail@jankin.com
homepage: http://www.jankin.com


Chris Pember

This was just a fun experiment with shave for max, and some brazil materials. I honestly don\'t know what came over me :)

email: gunnah@3dluvr.com
homepage: http://www.morphographic.com/www.3dluvr.com/gunnah

Sphere Bump

Alex Boswell

This is just a quick test scene I whipped up for use in a global illumination raytracer I am writing in my spare time. Nothing special, just a point light, a hemispherical light, and some bumpmaps.

email: alex_boswell@cancall.com
homepage: http://wifl.at.org/~fusion



Michael Spaw

I've been working on some digital painting lately. This ended up being a fun little experiment at the end of lunch one day this past week.


Michael Spaw

Hdri Spheres

Martin Lykke

While testing the new, at that time, HDRI plugin from Splutterfish I made this. People who know me will say that the reason I don't model that much is that I love spheres too much.... its true. That and playing around in Brazil. ;)

email: mlykke@wilddemo.dk
homepage: http://www.wilddemo.dk/

Traveling Through Gortaguin

Matt Gaser

In this image you will find a sliver of a larger personal project I am working on. For the past year I've worked trying to develop a world combined with abstract storytelling that hopefully has never been told before. The content of the image is based on a point in the story when the main character (who is sitting on the red ball) decides to steal a cargo machine to carry his precious rounded dice.

email: Mgaser@aol.com
'Escher' Sphere

Richard Annema

A bit of an 'Escher'-esque sphere, composed of a spiraling ribbon. Just thought the shadows (skylight + regular) played nicely here.

email: r.annema@pointzero.nl
homepage: http://www.pointzero.nl/

Richard Annema

This is Your basic 4-tier SphereFlake. Each tier is colored slightly differently with a reflective surface shader. The environment is an inside view of a larger sphere.

email: r.annema@pointzero.nl
homepage: http://www.pointzero.nl/

Michael Spaw

The displacement for the spikes uses the cellular based map that I'm developing. The image also served as a nice little test of Brazil's caustic generation. Not too bad for just a few minutes worth of playing around.


Michael Spaw

This was just a quick test image for a Max Map that i've been working
on.The result is derived from a spin on Worley's cellular basis function.
It ended up looking neat as a displacement. More to come shortly.


Michael Spaw

This image is a copy of one originally done by Lucki a TD based in
Poland. His was done using BMRT and a script based RIB export tool
called Doberman that he wrote. I thought it was a cool little image and worked well as a test scene. I
rendered this one in Brazil for a test of its photon maps/caustics. This
was a fairly early test of the functionality and there is a bit of noise
throughout the image. I need to dig up the scene file and try it again
now that that functionality is much tighter.


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