Archive for the 'Still' Category

Back to the shading language

Still, Bwain| No Comments »

Had a relatively long diversion, but it was spent on worthwhile features. PLUS, I got some work out. I got this pic fully rendered and sent to the printers. Tomorrow morning, I’ll pick up a glossy, archival 64×34″ print. Psyched.

img3.png

The last thing I was working on with the for-loops was fleshing out the equality predicates ‘&&’ and ‘||’. The first implementation had the obvious bool-op-bool definitions, but that doesn’t allow for int-op-int, float-op-float, int-op-bool, etc. They have to handle int, float, double, and bool on each side, so that makes 16 combinations each for ‘&&’ and ‘||’.

I figure if I get a full implementation of for and if-then-else, that’ll be enough to tackle the Ultrafractal emulation and start some real rendering.

The for-loop is almost fully working. Its hard to come up with obscure expression cases that will break it. Another thing I completely forgot are % operators. (int,float,double) % int, float % float, double % double.

Worked through a lot of bugs with the %, && and || operators. for-loops almost done. Should do some experimenting with non-varying boolean expressions, and possibly look into implementing break/continue.

New work comissioned

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Helen Nishi needs some work for her store, Kites and Feathers. Its opening soon, too soon for me to get something out for her opening. But I got a chance to see the store, looked at some spaces. I’ll be making two pieces. One 6×4, another 10×5 (feet). I’ll see if I can just re-render/crop something existing, or if I should come up with something new….HMMM….

imgRs.jpg

Something along these lines perhaps. Doing an 18000×9000 render of this now.


First print display

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I FINALLY got around to printing up a piece and my friend was nice enough to have it displayed in his bedroom. Cecil and Helen from soccermom have this over their bed. Click on it to see a higher rez version.

cecil_sm.jpg

Also have some .avi animations in 2k and ntsc resolutions. Requires divx to view. I should convert them to quicktimes or something with a more common codec. Windows users can use windows media, but mac users may have to download and use the divx viewer.

This project was an experiment with Pickover’s epsilon cross method. Basically, we count how many iterations it takes to arrive within a small distance to the real or imaginary axes. We can rotate the axes, offset the rotation with respect to the iteration number, do some spatial and temporal antialiasing, etc. This leaves us with the final result you see here. I coded this up in Vex COPS using Houdini. The goal will be to able to do this using shading language in spa.


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