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>A Technique for Abstracts



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

      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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