Digital Blasphemy | 3D Wallpaper

Posted on July 8, 2022

Cosmic Shoals

Sorry it’s been so long since I last posted. The delay is a combination of me wanting to spend as much time as possible with Ian before he moves away to Bradley University next month and also trying to learn some rather complex new software (Houdini).

I used Houdini here to model and render the galaxy in the distance. It’s not perfect by any stretch but I learned quite a lot creating it. The foreground, by comparison, was created rather quickly in VUE because I know that software like the back of my hand.

I hope you enjoy it!

Posted on June 20, 2022

Shallows (Evening)

After creating the night version of “Shallows” I thought I might try the same for the shoreline version. You will notice I’ve kept the illumination on the lilies and have added some fog in the forest to brighten things up a bit.

I hope you enjoy it!

Posted on June 18, 2022

Shallows (Night)

Haven’t decided if this one is going to be featured in the gallery or stay in the Pickle Jar. I wanted to create a night version of “Shallows” but the challenge was to add a bit of light somewhere for contrast. Here I chose simply to illuminate the central lily, sort of like I did for Pot of Gold (Night), but in a much simpler way this time (since the bloom is not the central focus of the scene).

Let me know in the comments if you think this one should be featured in the gallery or stay in the Pickle Jar!

Posted on June 13, 2022

Shallows (Morning)

When I created “Shallows” last week I also created an unseen shoreline with trees in the background. This was so the water would have some reflections but also to create a some shadows across the pond.

For this scene I’ve panned the camera up and filled in those background details. You will notice the frog is still sitting on his lily pad in the foreground.

I hope you enjoy it!

Posted on June 10, 2022

Shallows

Jessie requested earlier this week that my next piece not involve clouds. Ok, I get the hint 😄

This render is an update to a piece I created way back in 2000 using World Builder. I used VUE this time around and I think the ray-tracing makes all the difference. Let me know what you think in the comments.