#raytracing
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zer0rei · 1 year ago
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ejgto · 10 months ago
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kale-exe · 1 year ago
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Tuned to a Dead Channel
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zombielesbean · 2 years ago
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decided to try out minecraft with raytracing since I can now and here are some choice screenshots I got of my creative world
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echodolls · 2 years ago
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Is this ham processed?
Reciting the Prophecy
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naomisallwrong · 8 months ago
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i'm actually sick with it
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threedee-memories · 2 years ago
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modusinteractive · 2 years ago
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Heavens Content
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bryce-bucher · 2 years ago
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I've been feeling p sick this last week, which for some reason means that my brain really really wanted me to do nothing but focus on creating this render. I created as a means to get better at using Alias Poweranimator 9.0 because I eventually hope to use this program to make environments for games. I am really happy with the process of making this render, and I feel like I learned a whole lot! It's definitely the most detailed thing I've made in any of these old 3d programs so far, and it's given me a lot of confidence that I can pull some cool stuff off. I'm considering making some kinda video documenting some nurbs modeling techniques I learned since this kinda modeling is super dead and there is very little documentation on how they were doin it in the 90s. Lmk if that is something anyone would be interested in. (UPDATE: I did it: https://youtu.be/G8NmDeGIXZE) The only thing blocking me rn is annoying bugs that come up when running this on modern hardware, and the fact that I'm currently having issues getting it cracked on my windows xp machine. Anyway, here are some behind the scenes photos and variants of the wallpaper:
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Here is what the wireframe looks like in tha program
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Here is my initial sketch alongside some theory crafting sketching on how to model certain shapes. Making stuff with nurbs is super fun because everything feels like some kinda open-ended puzzle lol.
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Here are a couple wallpaper variants I made with some color adjustments meant to test how they would look in printing. Modus Interactive and I figured this kinda thing is what gives a lot of 90s renders those distinct colors.
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Here are some 4:3 crops for all of you out there who know what is good and true in this world.
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Here are a couple high contrast ones as a treat.
Last but not least, here is just a buncha random behind the scenes screenshots:
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Thank u for checkin this out I spent a lotta time on it and had a good time yippe wahoo
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smallbearlady · 1 year ago
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After a long long time i finally finished my Fearne Calloway renders
The full model you'll find here:
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zer0rei · 4 months ago
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ejgto · 10 months ago
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Afterlife
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kale-exe · 1 year ago
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CD Temple
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hyphinett · 1 year ago
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Is it a problem with my connection, or just basic entropy?
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oneechanblog · 8 months ago
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愛する愛。 二匹の子犬はお互いをとても愛しています。| Oneechanblog Shorts
youtube
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4denthusiast · 7 months ago
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Everyone knows vampires have no reflections, but if we want to turn this into a fully specified model of vampire optics, for example to write a raytracing engine capable of dealing with vampires, how might we go about it? It is perhaps easiest to discuss using a list of the types of bounce each light ray experiences on its way from the light source to the eye/camera. Normally these bounces are just classified as diffuse and specular, but in this case we need to add separate cases for reflection from a vampire, and passing through a vampire. (I'll assume that vampires always reflect light diffusely, although this may not always be the case.) Let's denote the types of reflection as follows:
S: specular, mirror-like reflection
D: diffuse, ordinary bouncing of light from non-shiny surfaces
V: vampire
Λ: passing through a vampire
The reflection steps are then listed in order from the light source L to the eye E, so directly viewing a directly illuminated matte object would be LDE, viewing a matte object in a mirror would be LDSE, viewing a vampire illuminated by the light bouncing off the ground would be LDVE, etc.
To specify a theory of vampire optics then requires a specification of which classes of paths are allowed, and which, like LVSE (viewing a directly illuminated vampire's reflection) are not. If the theory can be expressed in terms of finitely many different types of light (like if the light reflected from a vampire is of a different sort from the light directly from the source), then the different types of light correspond to the states of a finite state machine, which implies the set of classes of paths is a regular language, and can be described by a regular expression.
The most obvious rule is that the path LVSE, viewing a vampire in a mirror, is disallowed, those light paths do not exist. This also applies however the vampire is illuminated, so LDVSE, LSVSE, LDDVSE, and in general L*VSE are all disallowed. You can't see a vampire in two mirrors either, so L*VSSE is disallowed, and although there's no image of the vampire formed in this case, presumably L*VSDE and all other L*VS*E paths are disallowed too.
The purpose of the Λ class of paths is to avoid the vampire appearing as a dark silhouette in the mirror. You can't see through a vampire directly, L*ΛE is disallowed, but you can see through a vampire in the mirror, so LΛSE, LDΛSE, etc. are allowed. In no case should two paths YVX and ZΛX both be allowed, because otherwise both the vampire and whatever is behind them would be seen overlapped (perhaps very blurred if X contains a D).
All this is pretty universal to different versions of vampires not appearing in mirrors, but there are some additional details which differ. Do vampires have shadows? If so, LΛDE is disallowed, otherwise it's allowed. In the case where they don't, they probably shouldn't be able to illuminate their surroundings either, and the rule in general becomes V is only allowed last in the sequence, and Λ is only allowed anywhere else. If they do have shadows, then there's the question of whether their shadows appear in mirrors. If so, the paths L*ΛDSE are disallowed. Although I think this rule sometimes appears in fiction, I find it unnatural so I will not be elaborating on it further.
In the other case, that neither vampires nor their shadows appear in mirrors, L*ΛDSE is allowed. Presumably indirect illumination from vampires is not visible in mirrors either (so L*VDSE is disallowed), and in general if neither vampires nor any of their effects are visible in mirrors, then all paths L*V*SE are disallowed and all paths L*Λ*SE are allowed (unless they contain a V). Obviously all paths containing neither S nor Λ are allowed, so the only question is what about the paths with additional bounces after a specular reflection.
One way to complete the rule would be that a path is allowed iff it does not contain any Vs before an S, or any Λs not before an S. This has the rather odd implication though that if a vampire stands between a light source and a mirror, they would be illuminated from both sides (LVE and LΛSVE). With multiple mirrors they might be illuminated very brightly, since there are lots of paths LΛSΛS...ΛSVE, and you could even turn it into a perpetual motion machine if the vampire was dressed in bright clothing.
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An even more efficient setup would be to put the vampire inside the optical cavity of the laser directly. A limited amount of duplication of light is inevitable in any model of vampire optics, since light shining onto a mirror through a vampire must be reflected by both the vampire and the mirror, but it doesn't need to be quite this excessive. The perpetual motion issue in particular could be avoided just by saying vampirified light carries no energy and can't be picked up by anything without a soul, but the issue that the vampire in this scenario is illuminated many times over by a single light source is still counter-intuitive. I would therefore suggest that all paths L*S*V*E also be disallowed. The corresponding paths with Λ can't be allowed because you still shouldn't be able to see through a vampire directly.
Another elegant model, though it differs significantly from how vampires are usually depicted, would be that Λ is never allowed, and a path cannot contain both V and S. This has the advantage that it is reversible, like real-life optics generally is, and the amount of light is only ever decreased, not increased, in keeping with vampires' status as creatures of the night. In this model, vampires are visible in mirrors, but their reflections are completely black, and they cannot be illuminated by specularly reflected light. Perhaps the mirror-light harms the vampires and the vampire-light harms the mirrors too.
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