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This picture is one of the first that I made. It is supposed to be a tokomak (the squat thing) and a gyrotron (the tall thing). I made this in 1997, when I was only 14 years old. The lights aren't too realistic, but it came out very colorful. This picture got third place in the California Computer Expo graphics division in 1997. I made it in 3D Studio R4. (That's the non-Max version)
A picture based on a photo I took when visiting my dad's company's railgun. It is pretty much the opposite of GYROTOF. I took great pains to make the lights as realistic as possible, and turned it into a duotone in Photoshop. It was created in 3D Studio Max R2.5.
Another view of the railgun building. The gun itself is not shown. This was my initial startup screen for X-Windows when I was running Linux. Also created in 3D Studio Max R2.5. Converted to tritone in Photoshop.
A hand. With a ball. That's it. I wanted to try out the bones feature of 3D Studio Max R3. That was probably a mistake. The thumb came out so bad that I swiveled the camera around so it can't be seen. (The title vaguely means 'hand of death' in Japanese. I just couldn't think of a better name.)
This is probably my best picture created in BMRT. This is actually part of an animation (of which I never bothered to render entirely) The balls have parabolic paths, including bounces, which I designed in Perl. It contains 3 mondo area light sources, so at 49 shadow tests per sample, my computer needed to do over 2400 shadow samples per pixel, not counting the reflections. And it still looks like I cut too many corners. Oh well. It was made in BMRT 2.5. I tried to do it in BMRT 2.6.-18, but it doesn't support motion/depth-of-field blur.
New AND improved! The remake of BoB-000816, this picture took me exactly 3 days, 15 hours, and 10 minutes to render on my P4 1500 at 1.62MHz. I also tweaked with the gamma a bit. I pumped up the number of shadow calculations to 9072 per pixel. Wow. This is an awesome picture. That stupid sun light still needs a bit more sampling, but I am NOT going to re-render it until I get a Cray.
A very nice example of the power of Rhino and BMRT. You can see two of my previous works hanging on the wall: BOB-000816 and RHINOBOX, which I have not put on this page yet. I also have two essays I made for history class as the pages in the book. I probably should have sampled the lights more. This was modeled in Rhino 1.1 and rendered in BMRT 2.5.
Created for the sole purpose of an alternate Emacs icon, this sink grew to be a perfect example of how to do lights RIGHT. Just try to find shadow aliasing! Modelled in Rhino 1.1 and rendered in BMRT 2.6.-18.
This is a picture of the 3D field lines between two positive charges and two negitive charges. It was modeled in Perl and rendered in BMRT 2.6.-18. It's 1280x1024. Since the picture is mostly lines, the JPEG is about as big as the PNG, so I only included the PNG.
Based on a desktop I saw on a Mac, this picture is simple and elegant. It was modelled in Rhino and rendered in 3D Studio Max R3. It took a LONG time to render, mainly because of the reflection on all the objects. The annoying part is that since everything is blue, you can't SEE the reflections.
This is probably my best picture in Bryce. I hesitate to use Bryce too much, because it is optimized for ease-of-use, not customizability. I used Bryce 5 because of the amazing trees it makes. Everything else probably could have been done better in BMRT.
A simple Bryce 3 scene. Looks like a strange, over-exposed dream. Judge it yourself; I don't really know if I like it or not.
This is one of the few pictures I made in POV-Ray. It's a stellated icosadodecahedron in a glass case. The shape itself was created in Mathematica 3.0 and then exported into POV-Ray 3.1, where I added the textures and surrounding objects. The image is 512x512.
Based on my piano at home, this picture was made in 3D Studio Max R3. I couldn't get the wood texture to work, so I just made it black.
The title of this picture basically sums up my thoughts on it. Simply a picture of two gerbil-ish things. It uses shag:hair for the furry guys and the grass. The background is a picture of my yard, but the rest was created entirely in 3D Studio Max R4.
A ball. Made out of grass. The grass was made the same was as the grass in Gerbilish Thing: with 3D Studio Max R4 and shag:hair. This is just applied to a ball.
This one is a bit odd. The scene has only a light, a very bumpy lens, and a wall. The light travels through the lens, gets extremely distorted, and lands on the wall. This is a picture of the wall.
A newer version of the above, this was rendered with 3D Studio Max 7 on my brand new Athlon64 3500+. Image is 1600x1200.
This is one of my favorites. It's just five interlocking tetrahedra (pyramids), and an image-based light that doubles as the background. I took the background out, but you can see it through the reflections. It was rendered using the Brazil 3D Studio Max plugin.
A fractal I made. Those who know fractals will easily identify this as the Mandelbrot fractal. I made two pictures with different thicknesses and composited them together as the white 'cloudy' part and the blue 'lacy' part.
This picture is a fractal, made in Fractint 20.0. It's based off of Pieter Branderhorst's Shell parameters. It was rendered at 4608x3456, then reduced to 1152x864 for antiäliasing. It sorts looks like a forest fire or something. I have the original palleted PNG as well, although it's 2.4MiB.
Made in POV-Ray; I had to completely re-learn all the syntax, as I haven't used POV-Ray in quite a while. I think it came out quite good. It took me one month to render the thing, with the computer working about half-time. (It was about 2 weeks of CPU time) I need a new computer, but I don't think it would have helped the rendering time too much - I would have just increased the quality until it took a month to render. It doesn't matter how powerful the computer is; it would have taken the same amount of time. It was rendered in POV-Ray 3.5 at 2048x1536, with an adaptive antiäliasing scheme that averaged 240 rays per pixel. The shadows were oversampled 25 times, and the whole thing used a blurry fresnel reflection. Plus, it was rendered to a 64-bit RGBA picture. All in all, this picture hogged CPU.
A much higher quality version of the previous picture. I got my two roommates to render parts in parallel with me. It took around 8 days to render, with each computer going almost full time. This picture has a much smaller antiäliasing threshold, resulting in more samples per pixel. I also changed the quality of the fractal and reflections. I don't remember changing anything that would have caused the white parts to disappear. I prefer the color of the old one even though this one has better quality.
A simple test of the 3D Studio plugins "Greeble" and "DirtMap". Uses a dirtmap for making cramped spaces brighter, and employs a simple depth-based fog. It actually uses 3 different levels of Greeble for making it look vaguely like a fractal. Image is 1600x1200, the size of my new monitor.
The One Ring from J. R. R. Tolkien's Lord of the Rings. The ring itself is completely black except for the writing. There is one light source in the scene, but it doesn't actually light anything. It only reflects off the ring, and the reflection lights the surface underneath. The file was rendered to a high dynamic range image, and I applied some overbright bloom afterward. This image has been my background for longer than any other image (~ 5 months) simply because it is so simple yet it looks so neat.
Same as previous, but slightly improved: the texture map is higher quality, there are more photons, and there is a slight depth-of-field blur applied. Also, I updated my program which calculated the bloom. OCaml is much faster than Perl!
This picture is a bit different from the rest. It's actually a photograph I took of a flower. I then used it as a test image for one of my wavelet compression programs. I didn't do the decompression algorithm quite right, but the result is intriguing. Due to the blockiness, it compressed GREAT with the JPEG algorithm, but the PNG is quite large. I actually have two JPEG images, one at Photoshop's quality 0 and the other at Photoshop's quality 65. The photo was taken with my Olympus C-3030. I wrote the (failed) compression program in Perl, and did major tweakage in Photoshop to get the compression output in a format that made sense.
This page, and everything on it, is copyright © 2006 Reed Wilson