This tutorial explains a technique for
creating abstracts. I created a bunch of
abstracts with this technique and many people
have told me that they would like me to
create a tutorial on this.
What you need to know to do this tutorial.
- The Material Lab
- The Deep Texture Editor (DTE)
- The Sky Lab Basics
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| First, delete the ground
plane. The key to making these abstracts is
to use a sphere and zoom in on it. So, first
off create a sphere and zoom in on it (ctrl
+ spacebar). Make sure that when you zoom
in that the sphere takes up the whole screen.
Now, select the custom sky from the sky palette
and set the sun glow color to white and the
other two to black. Now turn off the fog,
haze, and clouds. Set the Sun Color to be
white. Now open up the sphere's material.
Set everything to 0 except for the reflection.
Now add a texture to the bump. Now go into
the DTE and create a 2d sine noise for component
1. For the XY rotation change it to 60. For
the YZ change it to -60. Have the frequencies
set to 100. Now for the phase. Set it to sine,
3d, 60 XY and -50 YZ rotation, and around
200 frequency. Adjust the phase amplitude
to around 42. Now add a Sin(aX)+b filter to
this texture. Adjust A to around 50 and b
to around 0. Now get click the checkmark to
get back to the material lab. Set the bump
height to 100. Now hit the checkmark and and
render away. I always set mine to fine anti-aliasing
for my abstract because their are a lot of
effects that get anti aliased out in regular
anti aliasing. |
| Now is time for more
experimentation. You can change the sun glow
color to different colors as well as the sun
color to get different effects. You can also
mess around with random skies. You can also
apply this same technique using different
properties of an objects. Like creating a
transparent highly refractive sphere with
a bump ontop of another completely white sphere.
The main key on getting well done abstracts
is to experiment. |

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