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Frog/fish
Eggs? |
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Nathan Fariss
09/03/03
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
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| Planet0001 |
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Michael Spaw
09/03/03
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.
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| Flotsam |
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Aravin Duraikannan
08/31/03
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
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| Inner Light |
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Aravin Duraikannan
08/31/03
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
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| Metal |
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Roderick van der Steen
08/30/03
"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
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| LightSphere04 |
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Michael Spaw
08/30/03
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.
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| LightSphere03 |
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Michael Spaw
08/30/03
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.
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| LightSphere02 |
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Michael Spaw
08/18/03
Another test in the series.
Rendered in Brazil.
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| LightSphere01 |
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Michael Spaw
08/17/03
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.
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| ElectroSphere |
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Saeed Kalhor
08/10/03
Just a test with PRMAN. 3DsMax+MaxMan+PRMAN.
email: s_kalhory@yahoo.com
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| ReactionDiffusionSphere03 |
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Michael Spaw
08/10/03
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.
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| ReactionDiffusionSphere02 |
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Michael Spaw
07/25/03
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.
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| ReactionDiffusionSphere01 |
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Michael Spaw
07/22/03
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.
ResourcesCGResearch
Rendered in Brazil of course.
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| Meaty Bulb |
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c.p.brown
07/18/03
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
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| Alien Plant
Farm |
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Gert Muurling
07/12/03
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
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| Radiolarian
From Hell |
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Jon Bell
07/12/03
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
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| Eyeball |
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Petter Alm
06/25/03
Playing with hdri in MAX
email: alm.petter@spray.se
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| V'ger
Swirl |
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Jon A. Bell
06/25/03
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
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| EarthSphere |
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Vladimir Jankijevic
05/02/03
Once again I was experimenting with materials and lightning.
email: mail@jankin.com
homepage: http://www.jankin.com
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| Feather
Ball |
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Chris Pember
04/29/03
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
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| RadiolarianSphere |
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Michael Spaw
04/26/03
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.
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| GlassBlockSphere |
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Nick Nakadate
04/16/03
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
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| SpikeSphere |
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Michael Landgrebe
04/08/03
One displacement map and one material assigned to a simple geosphere,
little glow and grain added in videopost
email: sushidelic@sushidelic.com
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| OceanSphere |
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Michael Spaw
04/08/03
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.
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| Dark Cloud
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Marcelo Souza
04/03/03
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/
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| Nine |
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Paul Sherstobitoff
03/16/03
email: sherstobitof@earthlink.net
homepage: http://homepage.mac.com/sherstobitoff/Menu10.html
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| Cubes |
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Paul Sherstobitoff
03/11/03
Booleaned together with PowerBooleans and rendered in Brazil with
Glossy reflections.
email: sherstobitof@earthlink.net
homepage: http://homepage.mac.com/sherstobitoff/Menu10.html
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| Pearlescence |
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Andrew Harron
03/07/03
IMade 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/
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| Marble |
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Gabriele Protti
02/09/03
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/
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| Skinny |
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Roderick van der Steen
01/26/03
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/
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| Waxy |
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Martin Lykke
01/23/03
I was playing around with Neil Blevins falloff tut from here
http://www.neilblevins.com/cg_education/
complex_mats_falloff/complex_mats_falloff.htm
I ended
up testing the SSS feature of brazil on it. Looks waxy to me.
email:
martin@wilddemo.dk
homepage: http://www.wilddemo.dk/
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| Fur |
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Neil Blevins
01/21/03
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/
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| Spore |
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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.
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| Hmm... |
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Chris Campbell
12/31/02
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
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| Not Quite
Sure |
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Dagan Potter
12/11/02
It's a sphere with a SuperCell diffuse and lots of nested procedural
shaders for displacement.
email: dagan@daganpotter.com
homepage: www.daganpotter.com
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| Dirt |
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Vladimir Jankijevic
12/05/02
...just testing how to make some dirt with procedural maps.
email: mail@jankin.com
homepage: http://www.jankin.com
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| Metalic
Dirt |
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Vladimir Jankijevic
12/05/02
Some more playing
with procedural maps and displacing...
email: mail@jankin.com
homepage: http://www.jankin.com
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| TentaGlow |
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Chris Pember
11/25/02
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
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| Sphere
Bump |
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Alex Boswell
11/24/02
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
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| StoneSphere |
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Michael Spaw
11/10/02
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.
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| Blobs |
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Michael Spaw
10/13/02
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| Hdri Spheres |
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Martin Lykke
10/01/02
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/
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| Traveling
Through Gortaguin |
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Matt Gaser
9/26/02
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
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| 'Escher'
Sphere |
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Richard Annema
9/19/02
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/
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| SphereFlake |
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Richard Annema
9/19/02
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/
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| Spike |
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Michael Spaw
9/09/02
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.
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| Distortion |
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Michael Spaw
9/08/02
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.
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| MirrorRoom |
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Michael Spaw
9/08/02
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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