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EeekIII with small bee
EeekIII with small bee
Comments: 6

21.05.2024, 05:00

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GI simm2
GI simm2


GI simm2
Description: The GI simulation was done using the new GI tutorial by David, Horo and Rashad. Thanks guys! The only two things I changed for this entry are the specular halo in some of the materials - instead of 255 (for the RGB) I typed 254, and (utilizing a bit of transparency) instead of using the transp channel of the Filter for the "Reflection" texture I assigned the transp in the "Ambient" texture. The "reflection" texture was rendered 256r/p, "ambient" 64r/p and the Final Render was done in again 256r/pixel. I additionaly added the modified lightrings serving for the slight color bleed around the spheres. In the end in PS as a postwork the halo of the window, the lightrays and the dust plus a bit of glow around the brightest parts of the "soccer balls" were added. Rendertime for the final render = 1h 20mins.
Added by: richter
Keywords: gi, simulation, richter, core, rashadcarter, horo, davidbrinnen, tutorial
Date: 08.10.2008 09:52
Hits: 5760
Downloads: 132
Rating: 5.00 (1 Vote(s))
File size: 200.7 KB
Previous image: Messed Up Work
Next image: Hallway 3

Author: Comment:

Join Date: 05.26.2004
Comments: 4721

Hey - that looks really good. Thanks for using this tut and improving on it. I fell over the huge difference of Specular Halo 255 vs. 254 very late in the tut. If there's enough color contrast, it is better to use 254 because it gets more blurred. The transitions on your picture above are very nice. 255 is good for that cel shading you brought up. You've quite turned me on on that one.
08.10.2008 13:07 Offline Horo h.-r.h.wernli at

Join Date: 06.04.2006
Comments: 2610

I agree with Horo, this looks amazing. From the moment I first looked at it I thought it looked very good. After reading the comments I must say the technique was very well executed. WOW!!
08.10.2008 19:11 Offline rashadcarter1 rashadcarter1 at

Join Date: 01.03.2004
Comments: 2224

Does indeed look really good. Pleased to see you putting the tutorial through it's paces and then adding your own mix. That's the spirit, since there is no fixed way of working this, there is no wrong way of doing it, if it gets the desired results it is right. The thing that strikes me most of all is that there is no way to tell this was a bryce render. Good work!
08.11.2008 19:36 Offline davidbrinnen mail at

Join Date: 07.02.2005
Comments: 1010

The quality of the light coming through the window give this images a dreamy look. Although it would have driven the render time up significantly, it would have been cool to see thos complex polyhedrons in glass. ;-)

I'll have to look at this tutorial for myself. ;-) Good job here!
08.13.2008 13:40 Offline spektyr spektyr at

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