Golden Jellies

Started by fleetwood, June 02, 2011, 04:02:44 pm

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June 02, 2011, 04:02:44 pm Last Edit: June 02, 2011, 04:05:05 pm by fleetwood
Shedding their green husks when mature, the Golden Jellies finally reveal their adult metal shells, for they have spent a lifetime extracting pure gold from the shallow seawaters of Joon. Many are the divers who risked poisoned spines for such riches.

This is an experiment with each population of objects using a Power Fractal as the saturation input to the Adjust Saturation Colour function as
suggested by Hetzen a few days ago.

Now if I could only get the Contour shader to respond correctly to redirection. Redirecting contour works in a simple test, but in this render attempted redirection of the contours seems to have no effect. Was hoping to use it to get a wood grain effect.
All light is Enviro or from a couple of nearby luminous globes. No discrete light source in this one.

CC welcome.


very cool and interesting render...

Henry Blewer

I like the story for the image. Have you tried using a strata shader for the contours?
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Quote from: njeneb on June 02, 2011, 11:10:38 pm
I like the story for the image. Have you tried using a strata shader for the contours?

Thanks for the comments.

I should now try strata on my object, it may be better suited.
I was determined to learn how to use the contour shader, and after that, the warp shader.

I finally found the problem with my contour redirect. My Displacement Scales were wrong.
( proper scaling seems to be my, "usual culprit", standard problem ).

Only a very small range of power fractal displacement will
work in the redirect. Large amounts like 100 don't show any effect. I'm guessing that because this is being used on a ray traced object, only
a small range of approx. 0.3 to 0.7  will successfully produce visible bump map type changes. Also I wasn't considering that redirecting in X first wasn't very meaningful since I had the contour shader building bands of color that start out completely flat in X and Z, because I have the
use Y for altitude box checked.

This sample Result was not what I was aiming for, but I got a fair imitation of CORK in one render by Not using Y for altitude in the contour shader and checking smooth edges and setting the smoothing distance fairly low.

I guess what I really am trying to do is to shift color areas and not displace geometry.

Henry Blewer

Scaling power fractals is very hard. It's very easy to get too much.
Have you tried turning off the raytracing for objects in the render controls? This allows real displacement mapping. The raytrace objects uses bump mapping only. The advantage of raytracing objects is that it usually renders quicker.
Forget Tuesday; It's just Monday spelled with a T