fractals by da_duke
hi folks, thats a quick page about my old passion - fractals.
thats a killer for 3d apps, the cube count will increase by factor 20 for each iteration. i haven't create this object with cubes, because i want to avoid all this invisible polies inside. rendered with radiosity and hdri lightning.
the first 3 versions are using an object with 264192 quads. my first version of this cube was an object with 340k polies but then i found a way to save 4 quads on each side of a 1 iteration cube. lightwave doesn't have problems with such a poly count but it needs a lot of memory.
right picture - big menger sponge:
this one contains more than 5 million polygons. it was impossible to create an object with this poly count so i cloned the cube 19 times in layout and placed the cubes to this big one. rendered with backdrop radiosity, was done in some hours. memory required: around 1.6 gigabyte
here a field of cubes, i used a small trick to keep the poly count low ;-), rendered with monte carlo radiosity (1 bounce) and backdrop lighting (no hdr), x-dof2 and distance fog. rendertime 4 hours (enhanced aa, 8x24 rays, dual p3/1ghz)
not cubes but:
ok, thats not really a fractal but since i cloned the labyrinth it's kind of self similar ;-), whole scene is around 1.4 million polygons, i used radiosity and a hdri for lighting. plugin x-dof2 for the depth of field effect. rendertime with 16x48 and enhanced high antialiasing was around 11 hours on dual p3/1ghz
menger sponge and sierpinski gasket:
i create both versions of the sierpinski gasket, one with a quad pyramid and one with a triangle pyramid. i like the last one more, because it has no closed ground and looks more like a skeleton.
rendertime 6h on dual p3/500 with 1gb ram. overall poly count is 426088 (with the new sponge object).
|first version, with the quad pyramid in foreground||different lightning and monte carlo, ground added||same as version 2 but monte carlo and brighter light||triple pyramid version with transparency and depth of field|
|very big version with fish eye effect, new hdri from my kitchen||20 menger sponges in shape of a big menger sponge, same like the big one above, 5 million polygons, hdri lighting||metal menger sponges, i like those round cubes, made with subpatches, hdri reflection only||glass menger sponge, subpatch object, hdri reflection/refraction, coffee shader for the glass color effect, tooks a while ;-)|
|some classical stuff, i really love 3d conversions of the mandelbrot formula, 1.2 million polygons, backdrop radiosity with hdri||backdrop radiosity with hdri||backdrop radiosity with hdri||backdrop radiosity, no hdri, 2 million polygons|
|backdrop radiosity and dome lighting||backdrop radiosity and dome lighting, nice strange thing, i think it looks like some kind of alien nest||backdrop radiosity with hdri, displaced water, refraction, reflection, around 3 million polygons|
|another style, lots of cubes in the shape of a julia set, sorry, lil bit large files ahead||same julia set but with that lovely nice toy stones||another view, different lighting||detail of the third picture|
|mandelbrot set, also with the little stones||same object||mandelbrot set with other stones, inverted|
|oktaeder, glass, like a prism, refraction, reflection, total inner reflection, hdri for refraction/reflection||spheres, reflection only, hdri for reflection, i've used spheres with half the size of the parent sphere for every iteration||more spheres, reflection only, hdri for reflection, around 3900 spheres|
|tetraeder, 3rd iteration, glass, like a prism, refraction, reflection, total inner reflection, hdri for refraction/reflection||same, different environment|
|higher resolutions available, have them not online because of the traffic but you can email me for prints or background versions up to 2048x1536. just tell me what you want.|
all hdris for lighting are taken from 'hdri vol.1' from realtexture.com - please support us with buying products from our main sponsor
you can use this images for reflections, refractions and lighting in many 3d packages. you can find some tutorials here about the usage of hdri and lightwave.
back to fractal index
back to [dbki]
realtexture.com - the source for textures and hdris
more fractals, mathematical stuff and other geometry based informations:
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