#GameDev #Godot #Subdivision #CatmullClark #Cheese
I got tempted by the idea of experimenting with subdivision surfaces again, and, consequently, I present: Cheese!
CW: Possibly mild trypophobia
#GameDev #Godot #Subdivision #CatmullClark #Cheese
I got tempted by the idea of experimenting with subdivision surfaces again, and, consequently, I present: Cheese!
CW: Possibly mild trypophobia
#Godot #GameDev #Subdivision Not a particularly interesting example, but here's sharp edges working on a cylindrically-build surface...
#Godot #Subdivision #GameDev Fear the power of my Vertex-Sharpener!
#Godot #CSharp #Subdivision #Manifold #ScreenshotLastThursdayAfternoon
Building the SDS (SubDivisionSurface) from optionally hollow cylindrical sections is working out really well
Could you imagine playing a "not-really-tower-defence" on the inner/outer surface of this?
Need-to-add: pretty much everything, sharp edges, branching...
Please-excuse: lighting, grid positioned by hand in only approximately the right place...
#Godot #PGC #Subdivision #CatmullClark #GameDev #ProceduralContent #CSharp #LotsOfScaryLinq
OK, finally got away from cubes... of course, you can't see exactly what shape this is, because I didn't add any normal calculations yet, but "roughly spherical" broadly sums it up...
If I get time tomorrow I'll add the normals, and then look into adding the calculation refinement that lets us tag verts/edges as "sharp"... Combos of sharp and smooth edges let us create all sorts of shapes, like if you leave the top and bottom edges sharp, but the side ones smooth you get a roughly cylindrical shape... Or you can do a block with a hole in it if you do the same thing to the edges around a square hole...
SpheresInBW
Video: https://youtu.be/bGh1KBXK_X4
Blogpost: https://blog.illestpreacha.com/genuary2025blackwhite1
#Genuary #Livecoding #3d #genuary14 #genuary12 #genuary17
The prompt for Genuary 2025 Day 14 is “ #BlackWhite ” , Day 12 is “ #subdivision ” and Day 17 is “ #Pi=4”
SpheresInBW uses #Hydravideosynth @hydra for subdividing the sketch, #LiveCodeLab for the Black and white component while the coded #SonicPi composition uses pi=4 to arrange the sounds
The motions repeat
As the Grid is seen
In black and white
With the background Scenes
Between day and night
As the motions sweep
As the pixels are seen
#creativecoding #coding #animation
#audiovisual #Sounddesign #worldbuilding
Whoa up, Auckland. What's with building subdivisions before putting in sewage systems?
There's Cardinal West (300 homes) where locals are already complaining about the stink. Next month Warkworth Ridge (646 homes) comes on stream, to be followed by Kahawai Point (800 homes) and a 50ha Clarks Beach subdivision in May 2026.
All of these involve trucking sewage from new housing developments. Surely better planning is required?
Retired:
Karsten Schmidt's "Generative 3D printed voxel diatoms" (2010)
Some of you think this is probably vaporware by now, but there actually has been a 2D/3D mesh package since 2016, which for various reasons has been dormant for the past few years, since I never got around refactoring & publishing it properly, mostly because some of the features are very low level and in need of a more TS/JS-friendly API (though I made several attempts on that front since).
The mesh implementation combines my favorite modeling, topology & traversal features of Blender's BMesh and SideFX Houdini's attribute system, i.e. attribs which can be attached to different mesh entities: points, vertices, edges, faces and meshes themselves. These can then be used to create groups, colors, metadata & control behavior of operations. There're also three subdivision operators implemented (all attribute aware), one is shown in the example anim... Around ~5 years ago it's even been used in actual (mass) production, i.e. for creating the outsoles & traction patterns of several trainers/shoes by a global footwear/sports brand.
After the upcoming release of the new thi.ng/geom v8.0.0, I'm really hoping to find bandwidth over the summer to finally get back into this... If anyone would be interested in sponsoring/funding part of this work, even better & please get in touch! As mentioned, since many parts of the implementation are already quite low level, I'm also going to explore porting it all to Zig and then provide a nice TS/JS API via https://thi.ng/wasm-api... With both projects more stable & proven, this seems pretty feasible (and interesting) to me...
Animated versions... (only tweening uniform displacement value)
Added a new[1] configurable curve subdivision kernel for https://thi.ng/geom to (iteratively) subdivide polygons/polylines with displacement, allowing for super compact code, infinite variation, and beautiful results like shown...
[1] Actually been using this approach since 2010, initially for 3D mesh subdivisions (3rd image)
"This isn’t hard math. #ATCO can do this math. This is #predatory delay, not a serious proposal to build a #hydrogen-heated #subdivision near #Edmonton. It’s nice to be given $2,000,000 of taxpayers money to restudy something which has been studied to death, and to be allowed to spread disinformation about European plans while you’re doing it. But as with all hydrogen for #energy #schemes, looking at the raw #data makes it clear that it’s not remotely #viable."
#abpoli
https://cleantechnica.com/2024/05/14/atcos-proposed-edmonton-hydrogen-subdivision-would-pay-4-10-times-current-cost-for-heat/
Today's #GenerativeArt inpsiration: The limestone pavement at Orton Scar, Cumbria
https://en.wikipedia.org/wiki/Orton_Fells#/media/File:Orton_Scar_Limestone_Pavement.jpg
Montana Court Restricts Use of Groundwater for New Homes
--
https://www.nytimes.com/2024/02/16/climate/montana-court-groundwater-development.html <-- shared media article
--
#water #hydrology #groundwater #watersecurity #subdivision #montanarealestate #montana #waterresources #watermanagement #courtruling #courtcase #climatechange #pumping #extraction #groundwatermining #construction #watersupply #agriculture #farming #aquifer #overuse #climatechange #housing #environmentalimpact #EIS #USA #USWest
#HowToThing #021 — Iterative animated convex polygon subdivision and heat map visualization (using poly area as metric)
The main aspect of this example is to show various https://thi.ng/geom shape types, operations & conversions to solve the problem of iteratively dividing convex polygons, whilst considering some aesthetic and geometric constraints. E.g. using the polygon/polyline sampler from https://thi.ng/geom-resample to query the poly boundary, finding & splitting the longest edge, using ray casting to find the opposite split point on the boundary, adding & constraining random variance...
The second part deals with applying this subdivision iteratively, assigning shape colors based on area, animating the whole process and drawing everything to a canvas...
There's a lot to take in here, but all is commented & hope it's not too much for one example! (Please do let me know!)
Demo:
https://demo.thi.ng/umbrella/poly-subdiv/
Source code:
https://github.com/thi-ng/umbrella/blob/develop/examples/poly-subdiv/src/index.ts
The attached animations illustrate the varying split positions (and resulting aspect ratios) and increasing random variance/jitter...
@BITPRINT Thanks & I hear you! Defining intervals for dipping the brush based on element count seems to work well enough for pointillism, but the tools can also support strokes of different lengths, and re-segmenting them based on max. draw distance (per stroke). I've also just added some new code for defining models of linear or radial-layout paint palettes and so make it even easier to code this brush-refill logic by just saying use palette slot N (maybe also combining with brush cleaning/drying). This too works pretty well, but obviously a (slow) ongoing process and still lots of refinements planned/coming! :)
Re: drawing with 3D printers: Oh, I've been doing this myself for while (see pics from 2017) and I shall return to this later this year. The drawing commands used by https://thi.ng/axidraw are all informed by this earlier work and purposefully abstracted enough to be also usable with other devices and command flavors/machines (e.g. G-Code based), so should be very easy to adapt with the older tooling for the Ultimaker etc.
(Btw. that Type-A Series 1 3D printer from the pics might still be in possession of the LDN Hackspace — we donated it to @jonty a few years ago...)
#Subdivision schemes don't only help finite element methods. In a recent paper, we present a #mathart application of creating #weaving patterns from said schemes. Furthermore, we extent these patterns to create a #jigsaw puzzle. Here's a thread.1/13 https://www.tandfonline.com/doi/full/10.1080/17513472.2022.2069417#.Ynp18aGsIiw.twitter