Spheres images

Spheres 5 preview 640x480 (48kB)
800x600 (100kB))
1024x768 (151kB)
Description: Lots of spheres in all colors reflecting each other.
Render info: Rendered in ~3 hours | fsaa 2 pixels


Spheres 6 preview 640x480 (44kB)
800x600 (101kB)
1024x768 (146kB)
Description: Less spheres than in my last creation, but much more colorful.
Render info: Rendered in 30 minutes | fsaa 2 pixels | 4.25 bil. rays


Spheres 7 preview 640x480 (36kB)
1024x768 (109kB)
1280x960 (100kB)
1600x1200 (151kB)
Description: A colorful composition with spheres rising out of a big ocean.
Render info: Rendered in 1 hour | fsaa 2 pixels | 6.86 bil. rays
HiRes Render info: Rendered in 7 hours | fsaa 4 pixels | 4.something qua. rays
Spheres 9 preview 640x480 (47kB)
800x600 (100kB)
1024x768 (146kB)
Description: Wonderful multi-colored spheres
Render info: Rendered in half an hour | fsaa 2 pixels | 3.53 bil. rays


Spheres 12 preview 640x480 (49kB)
800x600 (102kB)
1024x768 (148kB)
Description: Three alien planets/moons, reflecting oceans
Render info: Rendered in 15 minutes | fsaa 2 pixels | 1.15 bil. rays


Spheres 15 preview 640x480 (49kB)
800x600 (99kB)
1024x768 (149kB)
1280x960 (248kB)
Description: I wasn't in a real happy mood this time, so the spheres ain't as colorful.
Render info: Rendered in 30 minutes | fsaa 2 pixels | 2.34 bil. rays



Spheres 10 preview Spheres 14 preview Spheres 16 preview Spheres 17 preview


More spheres in image 5

The actual number of spheres I made in my spheres 5 image is much less than the number you see. This is because I used two mirrors above and below the spheres, thus creating the illusion of much more spheres:

Spheres 5 rendering Spheres 5 wireframe

Viewed from another position:

Spheres 5 wireframe different angle

Bryce's AntiAliasing options

rendering w/o AA No Antialiasing

In normal rendering without antialiasing areas with sharp edges or high frequency textures will exhibit "jaggies," or aliasing.

rendering w/ normal AA Normal Antialiasing

Each pixel will have eight neighbors raytraced and taken into account as its color is being determined. So really a 640x480 image is internally computed at 1920x1440... It's the same as linearly raytracing a 1920x1440 image and then with cubic oversampling reducing that down to a clean 640x480. This is quite time-consuming, but gives a good image quality.

rendering w/ fine AA Fine Antialiasing

Uses a randomly jittered, 16x16, global antialiasing algorithm for the finest possible raytraced image. This mode can be four to sixteen times slower than the normal mode, but the result is really pretty.