Diamond Ring
Moderators: TheElf, Moderators for English X Forum
-
- Posts: 18000
- Joined: Tue, 2. Sep 03, 05:57
Diamond Ring
This planetoid is surrounded by a ring of almost pure diamonds, debris from a wandering black hole with which it had a near-fatal encounter. The diamonds have stained black over the countless years, radioactive from their exposure to space.
This planet is an extreme navigational hazard, as nothing passes through a ship's hull quite as easily as a 1,000mph diamond pellet.
[ external image ]
(Click image to enlarge)
I've been working on this a little at a time for over a week now, tweaking this, tweaking that. Originally it was a wide shot of the planet with the ring around it, and the ring was made of ice. I was using a C4D spherical terrain as a placeholder for the ring debris, which caused huge memory problems when I started playing with the density of the ring. I tightened the shot and completely replaced the debris with meshes moulded "by hand", and changed the ice into diamond.
This planet is an extreme navigational hazard, as nothing passes through a ship's hull quite as easily as a 1,000mph diamond pellet.
[ external image ]
(Click image to enlarge)
I've been working on this a little at a time for over a week now, tweaking this, tweaking that. Originally it was a wide shot of the planet with the ring around it, and the ring was made of ice. I was using a C4D spherical terrain as a placeholder for the ring debris, which caused huge memory problems when I started playing with the density of the ring. I tightened the shot and completely replaced the debris with meshes moulded "by hand", and changed the ice into diamond.
-
- Posts: 1882
- Joined: Sun, 29. May 05, 21:10
Lovely peice of work there mate, I especially like the diamond thingys, makes it look all shiny and beautiful 
Also some of them are shaped like teardrops or waterdrops, a unusual sight around planets.
Nice one!

Also some of them are shaped like teardrops or waterdrops, a unusual sight around planets.
Nice one!

"There must be a finite number of inhabited worlds. Any finite number divided by infinity is as near to nothing as makes no odds, so the average population of all the planets in the universe can be said to be zero, From this it follows that the population of the universe is also zero, and that any people you may meet from time to time are merely the product of a deranged imagination" - Douglas Adams
-
- Posts: 18000
- Joined: Tue, 2. Sep 03, 05:57
Thanks! The diamonds were definately the most challenging bit to get right - not just their shape, but their positions, the ring density, slight variations in scale and the textures.
They're actually transparent, using the natural refractive properties of diamond, it's just that in dark space there's no much behind them to refract.
They're actually transparent, using the natural refractive properties of diamond, it's just that in dark space there's no much behind them to refract.
-
- Posts: 7451
- Joined: Sat, 25. Dec 04, 16:59
-
- Posts: 4400
- Joined: Wed, 6. Nov 02, 20:31
cool,
I find creating this kinda 'environment' a pain in the ass, the system intensity of so many raytraced objects can get overloading,
a thought for increasing the density of the field would be to pre-render very very small particles of ice/crystal/mud in the form of a ring and add some planes with the texture (using transparancy/alpha map to make only the chunks visible) clone and rotate the layer a few times should help create a more 'dense' and varied field...
ok I accept that probably didn't make any sence
[ external image ]
click image for higher res,
this took me a few minutes, its far from perfect and would need 'some' real objects to give the field more depth, but as it stands I made a ring of dense stars in this case (hence it not being too good) applied to a 1x1 plane (minimal polys
= quicker render times)
anyway hope thats of some use.
if I was too confusing just PM me
It is late

I find creating this kinda 'environment' a pain in the ass, the system intensity of so many raytraced objects can get overloading,
a thought for increasing the density of the field would be to pre-render very very small particles of ice/crystal/mud in the form of a ring and add some planes with the texture (using transparancy/alpha map to make only the chunks visible) clone and rotate the layer a few times should help create a more 'dense' and varied field...
ok I accept that probably didn't make any sence
[ external image ]
click image for higher res,
this took me a few minutes, its far from perfect and would need 'some' real objects to give the field more depth, but as it stands I made a ring of dense stars in this case (hence it not being too good) applied to a 1x1 plane (minimal polys

anyway hope thats of some use.
if I was too confusing just PM me



-
- Posts: 18000
- Joined: Tue, 2. Sep 03, 05:57
-
- Posts: 3278
- Joined: Mon, 2. Aug 04, 22:27
yea that seems to be a good ideaesd wrote:I know exactly what you mean - I was going to try using dull volumetric lights with high dust values to create the dusty particles, but that threw the render time into the sky.
So, take a disk plane object and scatter it.. hmm, I like that idea! Thanks Avis
personally when i tried my ring i used a particle system that was set to create each particle with a different seed of noise.
ill find it and upload it
and ESD, PWNT!
-
- Posts: 4400
- Joined: Wed, 6. Nov 02, 20:31
think you may have mis understood (understandable I do ramble a bit)
what I meant is that scene I uploaded has 1 sphere and 1 (1x1) plane, the 1 plane makes up the entire particle ring, its a simple 'cheat' in 3D terms but it works well enough
I used a variation of this texture I made for the job (the actual one I used I deleted after rendering) to create the same effect apply this material (with the black transparant to multiple planes which are about twice the size of the planet (bigger or smaller depending on preference)
I also set the plane to not cast shaddows only recieve them.
anyway hope its of some use, its a very render friendly way of creating a mass of 'realatively' stationary particles
what I meant is that scene I uploaded has 1 sphere and 1 (1x1) plane, the 1 plane makes up the entire particle ring, its a simple 'cheat' in 3D terms but it works well enough
I used a variation of this texture I made for the job (the actual one I used I deleted after rendering) to create the same effect apply this material (with the black transparant to multiple planes which are about twice the size of the planet (bigger or smaller depending on preference)
I also set the plane to not cast shaddows only recieve them.
anyway hope its of some use, its a very render friendly way of creating a mass of 'realatively' stationary particles
-
- Posts: 18000
- Joined: Tue, 2. Sep 03, 05:57
-
- Posts: 4995
- Joined: Wed, 6. Nov 02, 20:31
-
- Posts: 4400
- Joined: Wed, 6. Nov 02, 20:31
yup using rocks would definately look better, and also allows room for using a bumpmap on them too.esd wrote:Nope, hadn't misunderstood - that's exactly the sort of thing I was thinking, although I'm considering using actual rocks for the pre-rendered debris - just got to work out the most efficient way of creating the texture
the most effective way I can think of (off the top of my head) is to render a good cluster of rocks then using somthing like photoshops clone patern stamp paint a high res square aspect (ie 800x800 1024x1024) image in said rocks, then use the erraser to clear out what you dont want..
that would be my method anyway,, I'm sure PSP has a similar patern stamp feature.
-
- Posts: 18000
- Joined: Tue, 2. Sep 03, 05:57
Been having trouble with continuing on this, both time and the actual challenge of it.
Using the plain disc method like you did, Avis, just doesn't seem to be working. It becomes obvious when the disc approaches or passes through one of the existing rocks that it's a 2D object.
So, I've thought of an adaptation, where I emit lots of tiny single-poly planes with images of small roid clusters, and make it always face camera. I'm just having problems with the lighting, as the light source is a little behind them.
I'll get there though
Using the plain disc method like you did, Avis, just doesn't seem to be working. It becomes obvious when the disc approaches or passes through one of the existing rocks that it's a 2D object.
So, I've thought of an adaptation, where I emit lots of tiny single-poly planes with images of small roid clusters, and make it always face camera. I'm just having problems with the lighting, as the light source is a little behind them.
I'll get there though

There sure is, only as I said, it's an EXTREME navigational hazard. You wouldn't want to take a ship to within 1AU of that thing, in case you got hit by a little debris.camera4 wrote:That is stunning work. The concept of a planet surrounded by diamond rings has me thinking there is great profittssss to be made