LuxXeon opened this issue on Oct 25, 2016 ยท 24 posts
LuxXeon posted Fri, 28 October 2016 at 9:37 AM
maxxxmodelz posted at 9:07AM Fri, 28 October 2016 - #4288035
I took a look at that Bryce tutorial, and it seems that we can reproduce that effect in just about any 3d app that supports rotational arrays, like Blender! I don't see what would prevent us from doing that same thing here in Blender with a few Array modifiers. Has anyone ever tried it yet? Bryce uses a very old fashioned raytrace engine, so rendering can be done with Blender Internal, and Cycles wouldn't even be needed for that style of render.
I don't know if Lux has seen that image yet, but if he's reading this, take a look at that deviant art link Lobo posted of the Bryce tutorial. There doesn't seem to be anything there we couldn't reproduce in Blender, or is there?
Sardi Pax has a very interesting tutorial about how to make a true animated Kaleidoscope using Blender physics simulation to mimic the real world effect. Have a look at that here: https://youtu.be/Qm24ep6-i4Y
The Bryce tutorial that Lobo used to create his wonderful image is using an optical trick with reflections and camera perspective, which can be easily reproduced in Blender as well, especially with Cycles. Using Rendered View, Cycles will allow you to see the results directly in the viewport before final rendering. As a very quick and primitive test, I simply added a large cylinder to the default cube scene in Blender, rotated it 90 degrees, and changed the material to a mirror glossy finish. Then I changed the default cube in the scene to red (just so we can see the results), positioned my camera to view directly down the center of the cylinder, and played with perspective a little. Then I switched to rendered view, and here's the result...
Disregard the poor quality of the screencap, but you can clearly see the single red cube in the center is mirrored around the sides of the cylinder. The cylinder only has one loop of very long polygons. Moving the camera or the cube even slightly produces different effects. So the technique will work in just about any raytrace engine.
Very cool render by the way, Lobo.
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