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BrokenVeins of Gold 3DEggs 3D (Just for Fun)
Veins of Gold 3D
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Description: This 3D recreation of my previous image "Veins of Gold" turned out a lot nicer than the last "Egg3D" image, since it was a more complete render, so I thought I would share it as well.

Strangely, the mixture of 3D and focal blur work really really well, and it looks very realistic. :)
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Filesize: 2.24MB
Height: 860 Width: 1532
Posted by: AranLeer January 20, 2021, 10:08:50 PM

Rating: ***** by 1 members.
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Comments (2)

kosalos
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January 21, 2021, 06:12:34 AM
3D and focal blur work really really well!!
I need to learn how to do focal blur now.
Last modified by: kosalos January 21, 2021, 06:12:51 AM
AranLeer
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January 21, 2021, 04:12:49 PM
Yup, I have always found Focal Blur to have a very nice effect on the realism of the image.

Depending on what program you're working with, most of them should have some sort of blur option.

If you're working with custom code, then there are a few different ways blur can be done.

The quickest, easiest way to do it is to make sure you save the depth information for each pixel when it is rendered.
Then pick a focused depth, and start blurring all the pixels based on how far away their depth is from the focused depth.
Blurring can be done by taking an average of surrounding pixels within a radius, which, again, will change based on how different the current pixel's depth is from the focused depth.
This will give a very nice quick effect, which works for most pictures.
It does have some side-effects, though, like far away parts of the fractal having a sort of "glow" as they pull in color from parts of the fractal that are closer - but for the most part it works ok.

For these images specifically, they are rendered in a custom program I am making, which is doing full ray-tracing of the image.
In this case, it tries to be more physically accurate by using a sort of "area" camera, which mirrors how real cameras have an aperture.
Essentially, for ray-tracing, all the rays you calculate start at a single camera point, then are directed outward from that point in a grid pattern that can be thought of as pixels in a virtual screen within the 3D space.
To achieve blur, you can instead start at a random point within an area around the camera's center point (the size of the area is equivalent to the camera's aperture), and then still shoot the rays through the virtual pixel screen.
This slight shift in the rays' starting points is what creates the blurring.
And since all the rays are still directed at the virtual pixel screen, that virtual screen becomes what is called the "focal plane", which is where the image will look in focus.
So moving this virtual screen closer or farther from the camera's center point will change the focused depth.
From there, just balancing the focused depth ("focal length"), and the camera's area ("aperture") will let you focus on different places and in different amounts.

Anyway - hopefully that was helpful without being TOO much info :)

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