In order to give some more contextualization I decided to draw a section of the archology. First off I used the plane tool in meshmixer to give me a cross section of the model.
I then used this photo as a base to sketch my section drawing.
I also made a video of moving a light source around the object in real life so you can get more of a sense of the holes and details of the objects. It also simulated how the object reacts to the suns light if it were a full scale building.
As a final contextualization of my object I decided to create a poster which includes my section drawing, the perspective drawing and a little more information about what an archology is.
Final Contextualization
Wednesday, 8 October 2014
3D Printing
I thought that 3D print would be the best output for my object because I wanted to retain all the little caves and nooks that the circles created in the shape to be maintained and if i used something like 123D make it might not retain these characteristics of the shape.
Here are some pictures of the 3D printed form.
After having the object printed and being able to touch and interact with it I started to think what the contextualization of this could be. Because I used spheres to carve out shapes in the object it has left craters all over the surface and I thought that maybe this craters could house something. I remember watching a documentary a while ago about mega structures, this particular episode was on the giant tower that someone had designed that would be a colony in itself, like an archology, meaning you could live in this tower and never have to leave it. A self sustaining "hyper structure" that would be designed for a very dense population. I thought what if my object could one of these "hyper structures" where each crater would be filled with a glass pod that would house a certain purpose.
I wanted to illustrate this idea so firstly I mocked up a sketchup file to create a large city and then rendered that in indigo rendered so it would look alot better. I then took a photo of my object and put that in Photoshop and drew over both of the pictures to create my final illustration.
Here is my contextualization for my object.
Friday, 3 October 2014
Etched Spirals
For this next experiment I wanted to play with a few different coding concepts and try and put them together to create something. This is what the code for this example ended up being.
I started off by creating 2 spirals using a for loop and cos & sin waves to create the shape of the spiral, this is what the spirals look like by themselves.
I then used another 3 for loops and a rounded brush to create a grid of randomly generated spheres, I gave these spheres a negative density so that instead of showing the spheres it would show where the spheres would have been places inside the 2 spirals, like it was etching out the spirals. This is what the random spheres look like with positive density.
And here are some pictures from when the random spheres are given a negative density and the spirals are introduced. Also another thing to note is because the spheres are controlled by a random command the model will turn out differently each time you run it.
I then exported this mesh as an stl and imported it into mesh mixer so that I could take out some of the floating bits so that I could ultimately 3D print this mesh.
And the real world contextualization of this model is
Tuesday, 30 September 2014
Code That Creates
For the new project I have decided to have my output at 3D specifically 3D printing, I have been working with processing and the library toxiclibs in order to output my STL files.
First test
While coming to grips with how the toxiclibs library works I have created my first experiment
void setup() { size(1200,670,P3D); gfx = new ToxiclibsSupport(this); volume = new VolumetricSpaceArray(new Vec3D(200,200,200),100,100,100); IsoSurface surface = new ArrayIsoSurface(volume); mesh = new TriangleMesh();
VolumetricBrush brush = new RoundBrush( volume, 10 ); for ( int i=0; i < 50; i ++) { brush.setSize( i*1.2 + 6 ); float x = sin( i * TWO_PI / 200 ) * 100; float y = tan( i * TWO_PI / 50 ) * 10; brush.drawAtAbsolutePos( new Vec3D(x,10*5*i,y), 400 ); } for ( int i=4; i < 20; i+=4) { brush.setSize( i/1.5+4 ); float x = cos( i * TWO_PI / 20 ) * (i*1.2+16); float y = sin( i * TWO_PI / 20 ) * (i*1.2+16); brush.drawAtAbsolutePos( new Vec3D(x,-25+i * 7,y), 1 ); brush.setSize( i/2+2 ); float x2 = cos( i * TWO_PI / 20 ) * (i*1.2+18); float y2 = sin( i * TWO_PI / 20 ) * (i*1.2+18); brush.drawAtAbsolutePos( new Vec3D(x2,-25+i * 7,y2), -1.4 ); } volume.closeSides(); surface.reset(); surface.computeSurfaceMesh(mesh, 0.5); // Second parameter is surface iso value, aka: blobbiness.Try values between 0 - 1. } void draw() { background(255); lights(); translate(width/2,height/2,0); rotateX(mouseY*0.01); rotateY(mouseX*0.01); scale(2); fill(100,100,100); noStroke(); beginShape(TRIANGLES); gfx.mesh( mesh ); endShape(); } void keyPressed() { if (key=='p') { mesh.saveAsSTL( sketchPath( "toxic_output.stl" )); } }
This created this
And this is the real world contextualization of this model
Wednesday, 20 August 2014
Unity 3D
For my final composition in unity I played with a few different aspects to create my final scene. I created a terrain where the outsides of the terrain are all very high mountains that have been painted black, where the character is standing is painted with grass and stone and also has alot of trees painted in. The area is also surrounded by a translucent sphere so that it would look like clouds or fog to the player. I played with the oscillating script and got some interesting effects with the cubes and the large spheres that slowly raise into the air, I also added particle systems and lighting to the large spheres to give them more of a dramatic effect. I added in some very large trees and ontop of the largest tree I added a particle system so that it would like the tree is releasing seedlings from its branches. I also added in a directional light to act as the sun and added a lens flare to it. I have named my scene "Tree Seedlings" because the atmosphere is that of giant trees releasing their seedlings.
For my final Quartz Composer composition I wanted to explore the replicate in space macro patch, What I did was create a cube that was being rotated by an interpolation, then I put that inside a replicate in space patch which was also being effected by an interpolation this time effecting the final x position of the cubes, this was then put within another 2 replicate in space patches to create my final composition. Even though the coding of this composition is fairly simple I think it creates a very effective final composition. I have named this composition "Exploding Squares" because it looks like as the squares come together the explode out into the space.
For my final composition in processing I played with for loops and random numbers. I created a for loop to create circles that would be different sizes that follow the mouse pointer, I also had the fill have random colours using the random() function with the alpha reduced so the circles are transparent. With all of this it created an effect where multiple different circle will be layered ontop of each other all of different colours and eventually as the colours build up they all blend into a blueish white. Because the start of the composition looks the best before the colours build up to much I added in a function so that when you press a key on the keyboard it will fill in the top layer with black so that you can keep painting with the circles. I also turned the frame rate down because if it was fully up the circles would overlap too much ruining the effect.
For my final composition for threejs playground I took one of my favorite previous compositions and remixed it. To create my final composition I added in the render trails snippet and got some very interesting results. Here are some screenshots from the composition.
It created this very interesting composition because the particle system I had added in now had trails render behind them and this fills the screen until the "earth" comes back overtop of the camera and kind of resets the trails. When the earth goes into the background it seems to disappear, this is because of the fog I added to the scene, then when the earth comes back through the fog it looks to explode through.
For this scene I created a scene in Google sketchup and used playup tools to export the objects as assets that unity can read, I then took the objects and re sized, rotated, translated and duplicated them in unity to create my scene. I also added some particle effects in.
Test 2
For this scene I also created the objects used in Google sketchup, I textured my shape and used the array function to create lots of them. I then imported this scene into unity using the playup tools and I then placed my character very high up in the objects so that you would fall through them, I also added in some lighting and particle effects to the scene.
Test 3
For this scene I altered the terrain using brushes and textures I found on the internet. I added in particle effects to make it look as if it was snowing and added in some shapes and used ctr+c ctr+v to create some interesting effects. I used the oscillating script on one of the lights in the screen and also used another script to have spheres with particle trails follow the character.
Tuesday, 5 August 2014
Quartz Composer
Here are some expreiments I did using Quartz Composer
Voice Particles
In this experiment I had a particle producer set to the input volume of the microphone so that as more noise comes in the amount of particles increase and the colours also change. I also overlayed 6 different images and use the bloom tool to alter the images, i set the colour of the bloom to a LFO and changed the colour of every image to be different so every now and again the images will all turn into a different colour e.g green, blue, red, yellow etc.
ASCII
For this experiment I used the ASCII art function to convert the camera to letters and numbers to represent the image, I also set the amount of ASCII symbols to a random LFO so that it would cycle through different amounts of letters on the screen at one time creating a cool effect.
Voice of Space
For this experiment i had the idea of taking Rene Magritte's painting "voice of space" and animating the spheres, I had the original image projected onto the screen and then i used Photoshop to make a texture to cover a sphere and then layered 3 spheres with that texture over top of the originals, I also used a LFO to rotate the spheres along the y axis.
Wednesday, 30 July 2014
Processing
Here are some of my experiments with Processing.
Changing Circles
With this one the group of circles follows your cursor and there is also a counter part that follow the opposite axis of the mouse, the colours also change depending on the x and y co-ordinates of the mouse, there is also a line being drawn from 0,0 to where the mouse is.
Screenshot of the Program.
Code
void setup(){
// runs once
size(1000, 600);
background(0, 0, 0);
}
void draw(){
// runs repeatedly
fill(mouseX,0,mouseY);
stroke(mouseX,mouseY,255);
line(20,20,mouseY,mouseX);
stroke(mouseX,mouseY,255);
line(10,10,mouseX,mouseY);
stroke(255,255,255);
line(0,0,mouseX,mouseY);
noStroke();
ellipse(mouseY,mouseX,20,20);
ellipse(10+mouseX,10+mouseY,20,20);
ellipse(20+mouseX,20+mouseY,20,20);
ellipse(30+mouseX,30+mouseY,20,20);
ellipse(40+mouseX,40+mouseY,20,20);
ellipse(mouseX-10,mouseY-10,20,20);
ellipse(mouseX-20,mouseY-20,20,20);
ellipse(mouseX-30,mouseY-30,20,20);
ellipse(mouseX-40,mouseY-40,20,20);
fill(mouseY,mouseX,10);
ellipse(mouseX,mouseY,20,20);
ellipse(10+mouseY,10+mouseX,20,20);
ellipse(20+mouseY,20+mouseX,20,20);
ellipse(30+mouseY,30+mouseX,20,20);
ellipse(40+mouseY,40+mouseX,20,20);
ellipse(mouseY-10,mouseX-10,20,20);
ellipse(mouseY-20,mouseX-20,20,20);
ellipse(mouseY-30,mouseX-30,20,20);
ellipse(mouseY-40,mouseX-40,20,20);
}
Painter
This tool i made is a simple painting program where you can select a colour for your brush by putting your mouse over the rectangle of colour you want and pressing any of the letter keys, you can then paint with that brush using the mouse click. The screen will also clear if you press a keyboard button that isn't a letter key.
This is a screenshot of something i made using this program.
Code
void setup(){
size(1000,600);
background(10,10,10);
fill(0,0,125);
rect(0,0,50,50);
fill(255,0,125);
rect(950,0,50,50);
fill(0,255,125);
rect(0,550,50,50);
fill(255,255,125);
rect(950,550,50,50);
noStroke();
}
void draw(){
if (mousePressed == true)
rect(mouseX,mouseY,5,5);
if (mousePressed == true)
rect(mouseX+6,mouseY,5,5);
if (mousePressed == true)
rect(mouseX-6,mouseY,5,5);
if (mousePressed == true)
rect(mouseX,mouseY+6,5,5);
if (mousePressed == true)
rect(mouseX,mouseY-6,5,5);
if (mousePressed == true)
rect(mouseX-6,mouseY-6,5,5);
if (mousePressed == true)
rect(mouseX+6,mouseY-6,5,5);
if (mousePressed == true)
rect(mouseX-6,mouseY+6,5,5);
if (mousePressed == true)
rect(mouseX+6,mouseY+6,5,5);
}
void keyPressed() {
int keyIndex = -1;
if (key >= 'A' && key <= 'Z') {
keyIndex = key - 'A';
} else if (key >= 'a' && key <= 'z') {
keyIndex = key - 'a';
}
if (keyIndex == -1) {
background(0);
} else {
fill(mouseX,mouseY,125);
rect(mouseX,mouseY,40,40);
}
}
Colour Change Snake
For this one i had the draw function float behind the mouse so that you would get a smooth line behind the snake, I also had the colours change on the snake depending of the position of the mouse in the window. You can press the space bar to clear the screen.