By kris | October 8, 2008
a logical step was to transform the mathematically described surface of the sphere as you can see on the right. in this example - which i like to call flowery sphere - there is a sum of parameters you can play with. again, you’ll need flash 10!
the elegance of a sphere is that it looks [...]
By kris | October 7, 2008
basing on some experiments some time ago with pixel bender kernels i was able to render a few spheres with local illumination for one light source based on phong:
ambient illumination (as a substitute for all indirect light bouncing around in the scene)
diffuse illumination (lets parts of the surface pointing to the light source be lighter [...]