- import .ply Blender bowl with Spherical image texture mapping
- water height map
- discrete wave equation with circular boundary conditions
You Tube Video Quality:
Rippling Water with Caustics:
-addition of photon mapping for refraction caustics
You Tube Video Quality:
Worley Water with Caustics:
- photon mapping of refraction caustics through Worley normals on water surface
You Tube Video Quality:
average 45 sec per frame
Fire Ball Hypertexture:
You Tube Video Quality:
FireBall with inner Turbulence color:
Falling Fire Ball Hypertextures:
- soft and hard regions of hypertexture animated at different rates through respective 3D noise space
You Tube Video Quality:
- Sky: fractal ( -30, 0, -30 ) to( 30, 30, 30 )
- Water: 800 x 800 - (-20, -1, -20) to (20, 1, 20)
You Tube Video Quality:
Wave Boundary Conditions with Multi-fractal mountains:
- Sky: fractal (-150, -20, -100) to ( 150, 15, 15 )
- Water: 1600 x 1600 - (-20, 1.4, -20) to (20, 2.9, 20)
- Multi-Fractal Mountains: 1600 x 1600 - (-20, 0, -20) to (20, 6, 20)
8 octaves
gradient multi fbm (hit.x*0.01, 0 ,hit.z*0.01)
- Light: moving ( 5, 10, 20) to ( 5, 10, -20)\
You Tube Video Quality:
- Sky: fractal (-150, -20, -100) to ( 150, 15, 15 )
- Worley Water Plane: (-20, 2, -20) to (20, 5, 20)
- Mountains: 1600 x 1600 - (-20, 0, -20) to (20, 6, 20)
8 octaves gradient multi fbm (i*0.01, 0 ,j*0.01);
- Light: moving ( 5, 10, 20) to ( 5, 10, -29.2)
You Tube Video Quality:
3 minutes last frame
Fog Hypertexture in arbitrary shape:
Grass and Dandelion Hypertextures with Bunnies and Worley/Turbulence Hypertexture Sun:
- .ply import
- instancing of Kd -trees for the bunnies
- various hypertextures
- Worley normals on water surface
- Worley noise fed into a turbulence function for sun inner region
- .ply import
- instancing of Kd -trees for the bunnies
- various hypertextures
- Worley normals on water surface
- Worley noise fed into a turbulence function for sun inner region
You Tube Video Quality:
10 minutes per frame