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Author Topic: Mandelbox with procedural glows  (Read 1167 times)
Description: Mandelbox renderering with a procedural glowing surface.
0 Members and 1 Guest are viewing this topic.
eq
Guest
« on: May 06, 2010, 09:34:35 PM »

Low resoultion, low quality (jpg):



Full resolution, low quality: http://www.solidicon.se/eq/mb/Mandelbox_hi.jpg


Details, high quality (16-bit per channel png):


http://www.solidicon.se/eq/mb/Mandelbox_Detail1.png




http://www.solidicon.se/eq/mb/Mandelbox_Detail2.png




http://www.solidicon.se/eq/mb/Mandelbox_Detail3.png
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eq
Guest
« Reply #1 on: May 06, 2010, 10:29:03 PM »

Some more random renders I found, still not happy with the quality and no time to improve stuff..



http://www.solidicon.se/eq/mb/Mandelbox3.png




http://www.solidicon.se/eq/mb/Mandelbox4.jpg



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reesej2
Guest
« Reply #2 on: May 07, 2010, 01:53:10 AM »

Beautiful. What exactly is "procedural glow"? I notice a glow-like effect, I assume that's it, but I don't know what "it" is.
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eq
Guest
« Reply #3 on: May 07, 2010, 12:49:56 PM »

Nothing fancy, I just apply an ad-hoc procedural function to determine how and how much every surface point should glow (really just setting the rgb tripplets to very bright).
For instance, in one of the scenes I tried to tweak it into looking like windows of a space city/ship.

The glow also acts as a light source since I have some indirect lighting going on (it's not very noticeable but you can notice a green tint on the "normal" mandelbox surface near the glowing parts).
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Pauldelbrot
Fractal Senior
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Posts: 2592



pderbyshire2
« Reply #4 on: May 08, 2010, 05:26:35 AM »

The second-to-last one would be improved if the global fog effect was applied after the glow effect, so it dimmed and tinted the more distant "lights".
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