Notes about images AdobeAbode - I used the Soartex Fanver texture pack for this one. I couldn't use high-res texture packs for most shots because these don't have lava or water textures (they don't need these for Minecraft itself). AdodeAndDome - I used Misa's texture pack. I purposely didn't load the hills behind the dome so that the "monorails of the future" look was enhanced. Note you can see the pagoda through the window. Pick out the various backface culling problems in this one: the torches have no backfaces, for example. Antenna - Often it's the fringes of these images where the fun bits are. Bits of pmin's crazy lake construction is in the upper left. () ArtPark2 - gotta have some refraction. Note the crazy stuff in the Wild West - I had to load a *lot* of chunks for the red ribbon fusty built that goes off far into the north. ArtPark 3 - with a Minecraft sky. I like both versions. * BigDigAtNoon - the beams o' light effect worked great here. Added a hint of depth of field (which is very hard to really dial down in Chunky). It's unfortunate that the torches don't quite attach to the blocks, and that they're tilted too much. Geez, I keep pointing out the artifacts. * BottomOfSphere - I love the light seeping in through the edges, the reflections off the floor, and the generally unworldly feel. * CommunityStation - definitely needs an air filtration system installed. I like the lava to the left giving a red glow to the far left cliff face outside. () CompassTower - a few variants, playing with the emitter setting, etc. I like #3 the best, because of the glowing sun and the strange light it casts at a shallow angle, along with the HDR-like effect of the torches. Things to note: L'Effie tower's top in the distance, as well as pmin's strange excavation project. The Parthecube's lighting is particularly nice, and you can see a redstone lamp clearly inside CrazyCake's bedroom. Also note the waterfall nearby. CozyCakes - The lighting doesn't come out that great for interiors; lights seem to be dimmed a fair bit and if you crank them up it just washes out. Takes forever to converge to a solution, too - this is probably 4000 rays per pixel of rendering. () CrazyCakesLock - you've got to have at least one giant redstone contraption. Note the hole on the floor down to more circuitry. CrazyFarm - pleasant reflections, L'Effie's tip again in the distance, and gotta love that one floating block. DeepWoods - not all that interesting, but it's a shot. The number one bug I wish he would fix is the blue portal color. () DeepWoodsTower - Note in each, if you look really carefully, you can see a little red light in the walls of the shaft down the inside of the tower. Two versions, one with Misa or Soartex Fanver, I forget. I like the standard texture version better, as there's more contrast. () DekuTree - Yes indeed! () EricsProjects - lots of little details to pick out. I don't like the non-reflective and non-transparent ice, though. *FireAndIce - one of my first renders, and one of the best. () FromTheDome - again, the details are on the fringes. You can see the Deep Woods tower, the tower above Heaven's Teardrop, the two legs of the ancient temple (I should have moved the camera up a squidge), etc. HeavensTeardrop - Between the lava and the redstone lamps, stuff inside certainly looks red and orange a lot. * HollowMountain - I hadn't actually realized there was a hole in the roof until I started playing with the lighting. Sadly, some art thief has stolen all the paintings, again. Note that with the Darker version, on the right you can see where the blocks actually join (those light vertical lines) - some precision error, I guess, as the outdoor light is sneaking in. * Hopper - sneaking in the teapot, the Art Park, the Dome, Sentinel Castle, etc. Note that I purposely cut off how much data I loaded, so that L'Effie, Spawn, etc. etc. etc. wouldn't show up - I liked Sentinel Castle showing up on the horizon like it does. If you think about it, you can see *forever* if you get far enough above the plane and look towards the horizon. * IsthmusOfBlissnessHDR - I like the calm symmetry, and lots of great details on the horizon line. The HDR's a bit much, but fun. () LavaFall - I've always loved this feature, far to the west on the Hopper Highway. Each shot has its charms (and weaknesses). () Leffie - this shot should really be portrait, not landscape. Note the background chunks are not loaded for Sentinel Castle, as I wanted this to be all about L'Effie and nothing else. I love the night shot in that the lighting does peculiar things along the edges. * LeffieAndAllAtNight - a better landscape-aspect-ratio shot. * LoafIsland - Lots of details, but no animals! So sad... Note the glass lighthouse at the far corner of the island. LoadRunnerPark - yes, I'm addicted to the "sun at a shallow angle" effect, it gives the block faces each a different shade. * LostEmpire - I love how the lava flows from the mouth and lights up that area. The water in the still pool at the bottom is less interesting; not much to reflect. MuseumOfTheStuff - I like the beam of light on the crafting table. () Nether2 - Note that the torches in the distance look bluish, not yellow (at least they do for me, on a screen, if I don't get too close). This is because the eye is gathering so much red that it compensates and yellow looks bluish. One hunk of lightstone down low, on the left, casts light on the lava pool - hmmm... Also, mushrooms! * SentinelCastle (and ***NewerSentinelCastle)- visually rich! I like that the ancient temple is framed on the the hill. Note the reflection in the antenna! () NewSpawn - ice really is pretty boring and could be so much better. Part of the problem is saturation: there's some reflection going on with the ice, but it's overwhelmed by the brightness. () Parthecube - a just plain pretty shot. I like the ancient temple on the hill yet again, on the left, and the antenna on the right. pminsquare - It's interesting to note that the ice came after the building of the rails (the great Biome redo). You can see this in the ice patterns: ice doesn't form under the rails because snow never falls there. * pminSquareAtDusk - a bit dark, but the blinding blue ice effect is then hidden. Here the ice does pick up reflection. * Spawn - very simple, though the depth of field makes things look a bit small. The indirect lighting is quietly great: the bottom of Morgan's Manor tower is greenish from light from the ground below, and the lava offscreen on the left lights up the side of Community Station. Note the pumpkin on top of the Compass Tower. * TheMaze - lots of fun stuff. WaterfallVale - the streaking water is nice, though not that convincing. XtheUnknown - too busy!