Metamere, to genart
@Metamere@genart.social avatar

The #WCCChallenge this week was "space-filling algorithms", and the group had a ton of really good contributions.

I chose to create a diffusion limited aggregation system. It was something that I explored in my early code art days over 20 years ago, so it felt good to be able to whip up something much better in a fraction of the time. There are several variations, and it's fun to watch it slowly build up.

You can run it here:
https://openprocessing.org/sketch/2173992

#CreativeCoding #GenerativeArt #P5js

With the lines extended and rotations applied, it gets an interesting jittered texture and seems more natural/organic.
Here it is shown only built up part way. The streaking effect is applied to the movement layer.
And here it is completed. The longer lines give it a deeper aerial mountain view appearance.

Metamere,
@Metamere@genart.social avatar

And in case anyone was curious, here are some renders from the #Povray DLA simulations I did back in 2002, based on some stuff I read in the math library at the U of MN. This version produced a beautiful lacy structure. I wrote the state of each grid cell to a huge array in a text file, so then I could render from it multiple times to experiment. The initial simulation/parse took about 30-60 minutes. I experimented with making more artistic renders with them, but didn't go very far with that.

a 551 grid size! this one took a long time.
A 3D raytraced render where the height of each point in the set is bigger in the middle. The ground surface used a ripple texture.

tth, to Wyze French
@tth@mastodon.tetaneutral.net avatar

Ah que j'aimerais utiliser la profondeur de champ de la de dans mon projet actuel, comme je l'avait fait pour le cloître. Mais actuellement, je n'ai pas assez de puissance pour faire ça en un temps raisonnable, moins de six mois, c'est pas réaliste.
https://tube.interhacker.space/w/x47KC61btT6QsedQGgbhJo

jtruk, to random
@jtruk@mastodon.social avatar

Massively rusty on 3D graphics.
My instinct is:
Y: up is +ve
Z: into the screen is +ve
X: to the right is +ve.

  • I've got vague memories of making one-thumb and two-finger points with left and right hands... so I think this will be left-handed?
  • Is that the coordinate orientation you'd choose?
tth,
@tth@mastodon.tetaneutral.net avatar
brunus, to random French
@brunus@mamot.fr avatar

Donc résumons parce que la presse à du mal !
On a un prez qui vient du PS, qui est ultra-libéral, qui soutient une loi raciste et xhénophobe, qui a fait en sorte que le monde de la chasse/FNSEA pollueurs fachos reçoive des subventions pharaoniques, qui défend un gros pervers pédophile et violeur, et qui n'avait pas pu prédire le dérèglement climatique annoncé depuis 1972. ...je sais manque des trucs, tu complètes ?
On fait un dossier de presse et on voit qui ose publier.

tth,
@tth@mastodon.tetaneutral.net avatar

@brunus : Tu devrais aller faire du #skate au fond de la #piscine extérieure au lieu de te prendre la tête avec la #chienlit du monde moderne. Ou alors faire du #povray. Ou aller boire toutes les bières de @DarKou en écoutant Joan Jett.

suzannealdrich, to webdev
@suzannealdrich@hachyderm.io avatar

Alllllmost done with this Drupal 6 to Hugo migration. Phew. 😅 #WebDev

suzannealdrich,
@suzannealdrich@hachyderm.io avatar

If you can’t tell just by looking at it, I handmade my website logo with #POVRay #OG #Raytracing

Metamere,
@Metamere@genart.social avatar

@suzannealdrich That's awesome! I made most of the graphics for my first website using #Povray. Now I'm also making my new personal site using Hugo. I'm building it from scratch with mostly new material, but I'll also be putting my dusty poetry back up (good stuff you've made, btw). Maybe I ought to fire up the raytracer for old time's sake. Here are a few of the images I made back in 2002 for header images and dividers. Pretty nostalgic.

The word Photography, distorted by a glass lens
a row of quaternion objects, with parameters and colors shifting as they go across.
a row of scaled spheres, stacked like flat stones, with a metallic texture and randomized pastel colors.

sekenre, to random
@sekenre@fosstodon.org avatar

I wrote an SDF ray-marching engine in #harelang. This is the first time I've got so far in writing a rendering engine, reminds me of when I was 15 or so experimenting with #PovRay. That's what got me into programming in the very beginning. Hare is a fun little language. Thanks @drewdevault.

tca, to random
@tca@genart.social avatar
tca, to random
@tca@genart.social avatar
RL_Dane, to random
@RL_Dane@fosstodon.org avatar

with a classic skin is giving me serious late-1990s feeeeels. XD

RL_Dane,
@RL_Dane@fosstodon.org avatar

@RupertReynolds

Oh, an anecdote. I remember rendering a particular scene in the raytracer on that machine circa 1995.
The resolution was somewhere between 640x480 and 1024x768, inclusive.
It took a WEEK to render the scene (drums with a kind of plasma background).

I tried it out on my relatively week ARM and it rendered at 1080p in like three seconds. XD XD XD

Tipa, to random
@Tipa@gamepad.club avatar

This Day In Blogging: August 1, 2006

I've been blogging for 25 years. Here's the things I was blogging about on the first day of August in 1998-ish, 2006, 2008, 2012, and 2020. Enjoy!

https://chasingdings.com/2023/08/01/this-day-in-blogging-august-1-2006/

joncruz, to Fonts
@joncruz@mstdn.social avatar

I've been a long time proponent and participants in open source, starting I think back when I added Unicode support for . Got sucked into Multimedia and some and animation for one of the earlier large publishers. I stepped up my game by becoming one of the core developers then board members for . Got sidelined a bit, but getting involved again.

For day jobs I' slid into security. I've also picked up &

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