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lyc's avatar
kryptonite shards
By lyc   |   Watch
55 48 7K (1 Today)
Published: December 27, 2007
© 2007 - 2019 lyc
rendered with allura
Image size
1920x1200px 1.5 MB
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Comments (40)
thedancertrent's avatar
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's avatar
Starfirechelle|Hobbyist General Artist
This is stellar!! I love the details! Watch out Superman!
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Naviretlav's avatar
Naviretlav|Professional Artist
Allura ? what is it ?
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lyc's avatar
my monte carlo global illumination renderer, similar to indigo/maxwell/fryrender/etc
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Naviretlav's avatar
Naviretlav|Professional Artist
BTW. Evermotion have new renderer -> [link]


And my audio software will be updated ! [link]
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lyc's avatar
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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AgileDesign's avatar
Your work is beautiful
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lyc's avatar
thanks :aww:
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Nickmeister's avatar
the focus effect really adds to this, loving the green hues too
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lyc's avatar
maybe a bit of (real) chromatic abberation would be good? :sherlock:
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nnq2603's avatar
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's avatar
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! :ahoy:
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nnq2603's avatar
Oh, I get it :aww: 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 =p

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 :ahoy:.
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lyc's avatar
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 :thanks: 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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juharkonen's avatar
juharkonen| Digital Artist
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's avatar
awesome, always nice to hear when a pic of mine gets wallpapered :D

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 ;P
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CHRiTTeR's avatar
CHRiTTeR|Professional Interface Designer
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 :D
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lyc's avatar
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's avatar
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's avatar
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's avatar
:w00t:
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's avatar
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's avatar
Nice green metal :D
How many polys can it handle, yet? :P
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lyc's avatar
infinitely many, if you think about curved surfaces :P
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anonymous's avatar
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