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lyc β€” kryptonite shards

Published: 2007-12-27 03:17:17 +0000 UTC; Views: 8437; Favourites: 56; Downloads: 347
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Description rendered with allura
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Comments: 47

thedancertrent [2015-02-24 20:20:49 +0000 UTC]

hey would it be okay if i use this image as a background of a page in my yearbook class??

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Starfirechelle [2012-02-08 15:51:23 +0000 UTC]

This is stellar!! I love the details! Watch out Superman!

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Naviretlav [2011-07-12 02:08:22 +0000 UTC]

Allura ? what is it ?

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lyc In reply to Naviretlav [2011-07-12 20:49:19 +0000 UTC]

my monte carlo global illumination renderer, similar to indigo/maxwell/fryrender/etc

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Naviretlav In reply to lyc [2011-07-12 21:46:48 +0000 UTC]

BTW. Evermotion have new renderer -> [link]


And my audio software will be updated ! [link]

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lyc In reply to Naviretlav [2011-07-12 23:15:43 +0000 UTC]

i've heard of it of course, and have you read this: [link]

"Speed is rather mediocre, (for example indigo renderer seems to be 2x - 3x faster) but most importantly, i cannot understand one thing. I saw a tutorial about Nox - 3ds Max workflow, and there was a hint "Global illumination usually renders too dim, so we have to correct it". I cannot understand how this is possible. If its supposed to be unbiased renderer (with some simplifications, as you stated) then there should not be such a thing as "too dim GI". There should only one GI intensity, the correct one."

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Naviretlav In reply to lyc [2011-07-13 00:12:13 +0000 UTC]

I don't have any idea about that.
Btw. For me, every renderer should have ability to render in 3 modes.

1.Realistic
2.Fast - mostly for animations
3.Beauty - in this mode is all about getting nice looking image without thinking that "this glass shouldn't cast that glowy rays of rainbow".

Fake lights, brighter shadows and glossy surfaces... everything have is own purpose and fake sometimes is even better than original.

For example in games... portal 2. Old game engine, prebaked shadow maps and glossy surfaces. But it looks so real and nice.
Look in to all Unreal engine based games, most of them are with extreme bloom fx and processes shader on camera, remove that and game will like like crap.

The best way is to give an ability to chose and slide between those 3 modes.
Forcing full ray casted shadows on something that is far a way is a waste of time.

Maybe theirs strategy is to create Beauty renderer, instead of photo realistic.
We already have Vray, Maxwell and Indigo... market is full.

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AgileDesign [2009-12-31 04:15:39 +0000 UTC]

Your work is beautiful

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lyc In reply to AgileDesign [2010-01-07 15:58:31 +0000 UTC]

thanks

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Nickmeister [2009-08-30 11:36:07 +0000 UTC]

the focus effect really adds to this, loving the green hues too

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lyc In reply to Nickmeister [2009-08-31 04:47:21 +0000 UTC]

maybe a bit of (real) chromatic abberation would be good?

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nnq2603 [2009-05-11 05:46:52 +0000 UTC]

Oh, eye-catching scene. Do you work as a 3d rendering software developer or something like that? Cool, I think there's not many people who can both experience fractal & 3d rendering in advanced level like personally buiild own render engine and just do all of them in free time. Keep it up, man!

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lyc In reply to nnq2603 [2009-05-12 01:32:03 +0000 UTC]

something like that actually my primary skills (realistic rendering, non-realtime) aren't used at work, where i do mostly realtime 3d accelerated graphics. but yeah, graphics programming is my chosen field... really my life

i'm glad you can appreciate it, most people don't look twice since they expect i use apophysis or 3dsmax, and because it's not really up to the level usually achieved through the use of those programs by talented artists... so, thank you also!

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nnq2603 In reply to lyc [2009-05-12 05:04:25 +0000 UTC]

Oh, I get it I also feel like those people when 1st time to see your gallery. Indeed, 1st time I guess you're a fractal fan and a bit related to 3D. But after read a lot of comments and descriptions around your gallery I don't think so. I figure about you more closer than before and yes, I can appreciate it

And about quality & the way you did them, it's different than level of (separate program: fractal tool, 3d tool)experienced users. But I still like your works a lot for some reason, especially that you technically made out almost your images and advanced knowing about internal behavior of render engine, etc...

And when a developer made a image for their work, I think should to look at it with different view than seeing a artist do their job. It's my personal thought .

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lyc In reply to nnq2603 [2009-05-12 13:37:33 +0000 UTC]

on the other hand, if i really want to grow as an artist there should be no special consideration, or handicap, given simply because i chose a different way; the end result should still have free-standing appeal without other context.

well, i do appreciate your taking the time to look around and express well-worded and explained opinions and i have guilt, because i need to still look properly at your works... but only a little because i will, and hopefully before long!

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nnq2603 In reply to lyc [2009-05-12 14:20:35 +0000 UTC]

Not really get what you said, especially last part. Sorry, English isn't my native language indeed.
Maybe I said something wrong?... or misunderstood something I thought that I got correctly?... not sure at all

BTW, is your avatar kinda fractal?

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lyc In reply to nnq2603 [2009-05-18 09:04:18 +0000 UTC]

sorry, i should have written more clearly :S basically i just want to be judged like everyone else, no special consideration. that way i can hopefully become a real artist

about the avatar, it is made with iteration but not many because of the small size. so yes and no

cheers!

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juharkonen [2009-02-11 16:03:38 +0000 UTC]

Very nice work (and my new background image . Its fascinating how this image looks very photorealistic with loads of details and macro-like distance blur effect.

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lyc In reply to juharkonen [2009-02-14 04:45:16 +0000 UTC]

awesome, always nice to hear when a pic of mine gets wallpapered

depth of field is horribly overused everywhere (including here), but damn it's so much fun to play with... soon i want to add real bokeh due to different lens shapes, proper camera spectral response curves and calibrate the output to a real camera. the author of indigo renderer should be visiting me tomorrow, on an unrelated note

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CHRiTTeR [2009-01-07 11:46:23 +0000 UTC]

most realistic bokeh patterns i've ever seen.
They've got that slighlty distorted/natural look, or it might be the grain whos just messing with my brain's visual perception

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lyc In reply to CHRiTTeR [2009-01-08 03:03:15 +0000 UTC]

interesting that you mention bokeh, i was just reading about it recently and realised that a perfectly circular aperture is pretty boring, something like a pentagonal lens looks way better!

and yes, good grain does a lot for an image, and here i've left it very "coarse" instead of letting it finely disappear... it's funny because in my field of rendering (monte carlo image synthesis), the central goal is to remove the noise/grain!

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chaos5 [2007-12-29 08:10:30 +0000 UTC]

As I look at your renderings I struggle to analyze what I see. I try to recreate the algorithms in my head that you may have used to create these images. The thesis you linked on Robust Monte Carlo Methods has helped my understanding tremendously. I am no where near finished reading it, nor do I understand it entirely. I am starting to grasp the concept of solving a scene by using the Monte Carlo method. Mush like an integral can be solved; with more iteration the percent error is reduced without having to solve the entire scene.

That aside, I am intrigued by your use of focus. In your calculations, do you take into account the properties of the lenses used in the camera? That is, are you treating the light as if it passes through a curved medium, such as glass, at various incidence angles? If so, do you also account for the light loosed due to reflection at the lenses surface?

I know I’ve asked a lot. I’m sorry if it’s a bother, but I am truly trying to understand how to render an image like this with out using the DirectX or OpenGL fallbacks.

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lyc In reply to chaos5 [2007-12-29 09:00:16 +0000 UTC]

yeah i do simulate a sort of idealised (thin lens) camera, which has a circular aperture causing the depth of field blurring and blooming (very bright lights some distance away bloom into beautiful circles).

about learning to do this stuff, you need to start with the basic monte carlo theory. you can easily teach yourself, and once you have applying it to really nasty and complex integrals is relatively simple; as a first exercise, implement the algorithm proposed by paul bourke to approximate the area of intersecting circles described here: [link]

after that, do some measurements: compute a super accurate area (a reference value), then see how the error decreases as a function of the number of samples you took. now that you have that error measuring in place, implement stratified/jittered sampling, and see how its error graph works. once you've got these methods down pat, i'll show you the most powerful method of all (importance sampling), and then we can get you started on a 2d ray tracer - that's a lot of fun and will teach you basically everything.

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chaos5 In reply to lyc [2007-12-29 09:24:16 +0000 UTC]


This is exactly what I needed. A starting point! Thanks so much for a nudge in the right direction. I'll start with the algorithm by Bourke. I don’t know how long it will take, I haven’t read it yet. I'm just excited about actually having something tangible to work on.

Thanks again!!

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lyc In reply to chaos5 [2007-12-29 09:59:50 +0000 UTC]

no problem, both that article by bourke (read his whole website) and writing a 2d tracer are extremely low hanging fruit.

who knows, one day i may also induct you to my Church of Monte Carlo Methodists

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kram1032 [2007-12-27 22:41:55 +0000 UTC]

Nice green metal
How many polys can it handle, yet?

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lyc In reply to kram1032 [2007-12-27 23:07:53 +0000 UTC]

infinitely many, if you think about curved surfaces

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kram1032 In reply to lyc [2007-12-28 00:02:13 +0000 UTC]

of*

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lyc In reply to kram1032 [2007-12-28 09:14:12 +0000 UTC]

?

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kram1032 In reply to lyc [2007-12-29 20:05:10 +0000 UTC]

I wrote "od" but I meant "of" - a typo correction post^^

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kram1032 In reply to lyc [2007-12-28 00:02:07 +0000 UTC]

lol

so, these pics aren't made of polys but od curves? Berzier Surfaces?

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lyc In reply to kram1032 [2007-12-28 09:14:31 +0000 UTC]

nope, bilinear patches.

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kram1032 In reply to lyc [2007-12-29 20:04:21 +0000 UTC]

yeah, I read it in your other answer^^

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Aexion [2007-12-27 09:39:38 +0000 UTC]

Nice Lettuce Shader!!

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lyc In reply to Aexion [2007-12-27 09:49:01 +0000 UTC]

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Void-Hamlet-Herself In reply to lyc [2007-12-27 11:56:24 +0000 UTC]

Nah, it's algae.

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lyc In reply to Void-Hamlet-Herself [2007-12-27 13:05:44 +0000 UTC]

aex is just unhappy about his tofu-fractal were it not for my intervention he'd have released it!

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greenhybrid [2007-12-27 08:06:24 +0000 UTC]

this is your most photorealistic one so far

congratulations, just more samples and a higher heightmap res, thumbnail is perfect!

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lyc In reply to greenhybrid [2007-12-27 08:47:06 +0000 UTC]

thanks, though i did stop it after an hour simply because i liked the grain...

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greenhybrid In reply to lyc [2007-12-27 10:28:57 +0000 UTC]

np

indeed i love the grain, too; but then there are those real photographs, which mostly don't have that 'feature'

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greenhybrid In reply to greenhybrid [2007-12-27 10:30:33 +0000 UTC]

looking at that image, there's that curvature. did you apply your height-func/map onto the sphere?

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greenhybrid In reply to greenhybrid [2007-12-27 11:47:38 +0000 UTC]

*bump*

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lyc In reply to greenhybrid [2007-12-27 10:30:04 +0000 UTC]

for those i render 3 hours instead of 1

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greenhybrid In reply to lyc [2007-12-27 11:47:27 +0000 UTC]

so may it be 3hrs
but as i know you, you already have something other awesome piece in pipeline

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lyc In reply to greenhybrid [2007-12-27 11:51:37 +0000 UTC]

nah, right now i'm refactoring my code in a big way, back-porting all the improvements i made in the 2d renderer and trying to make a real system out of it.

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Empty-Infinity [2007-12-27 05:37:14 +0000 UTC]

I know what you should do. You should show a collage of all these heightmaps with The Ice Dance by Danny Elfman from Edward Scissorhands playing in the background.

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lyc In reply to Empty-Infinity [2007-12-27 06:06:37 +0000 UTC]

Hidden by Owner

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Empty-Infinity In reply to lyc [2007-12-27 08:11:53 +0000 UTC]

Ok cool

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