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Sand and Rocks
Sand and Rocks
Comments: 0
Horo

19.04.2024, 21:50








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Numberstorm1 [GI 5.31]
Numberstorm1 [GI 5.31]

            

Numberstorm1 [GI 5.31]
Description: Another experiment with GI. Does seem to make things more 3D - even on abstract scenes such as this where the rules are fairly open.
Added by: davidbrinnen
Keywords: davidbrinnen, bryce6.1, lighting, experiment, GI, 5.31, numbers, 1
Date: 06.18.2008 19:17
Hits: 3388
Downloads: 93
Rating: 5.00 (2 Vote(s))
File size: 365.8 KB
Previous image: Numberstorm2 [hdr]



Author: Comment:
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
Wow!!

Absolutely brilliant David! Amazing and yes very 3d and tangible. Just incredible. I think it is surely one of your vey best ever! It does not read of Bryce in any way. 50/5!
06.18.2008 21:25 Offline rashadcarter1 rashadcarter1 at aol.com
Render Man
Member

Join Date: 11.10.2007
Comments: 358
-

Simply incredible an infinity of numbers I don't know how you come up with these great ideas. I still like the cave with the lanterns but this this is very nice and the depth is out of this world.
06.19.2008 00:38 Offline Render Man alreich_4 at msn.com
Horo
Admin

Join Date: 05.26.2004
Comments: 4721
-

Very 3D-ish, indeed. I suspect the ambience map is mostly responsible for this. If you don't mind and have the time, could you just test out how it looks when using an HDRI. Just curious.

No tech talk now: This is an outstanding piece. Just to get the idea of doing a number storm. Excellent follow through of the idea. Simple and very effective. It's a fiver from us, too.
06.19.2008 06:00 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/
davidbrinnen
Admin

Join Date: 01.03.2004
Comments: 2224
-

Thank you. Well, I can't claim to have put any great thought into the image, just used wings to make some numbers and random replicate to spread them around a bit and put them all in a mirrored box to give the illusion that there is more of them. The number count by the way is 110. I don't know, but I suspect the hdr is going to look quite different. I've set up a test. Because 50% of the indirect light here was gathered by the reflection method from the single central light source. And 50% from a cluster of 64 random lights for the ambient light. The two channels controled by the ambient alpha and mixed [0.01] to 50% via channel C using a flattened sinwave, which I've found is the most relable way to mix two channels with the greatest controll.
06.19.2008 08:20 Offline davidbrinnen mail at davidbrinnen.co.uk http://www.davidbrinnen.com


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