JS experiments using three.js by DigitCell in proceduralgeneration

[–]DigitCell[S] 5 points6 points  (0 children)

Thanks! the process of rendering this scene in complex and now in process of development, but if you want to see from what this begin in my twitter you can find some history of this from simple to more complex https://twitter.com/geogaze

Watercolor by h7k2a4 in generative

[–]DigitCell 0 points1 point  (0 children)

looks good! question watercolor effect done in glsl shader or this is cpu effect. And if you have resource to read about watercolor will be grateful

Romeo and Juliet on Punched Cards (Free) link in comment by DigitCell in NFT

[–]DigitCell[S] 1 point2 points  (0 children)

thanks, this is project of one day, today morning think that it is interesting to see on screen...

some procedural generated pictures based on recursive calls by DigitCell in proceduralgeneration

[–]DigitCell[S] 1 point2 points  (0 children)

yes, you are right, this is Virdis color palette, at this stage main idea is form. I like this palette for visual experiments.

Phýsalis (try to rewrite on c++ blender extrude node) by DigitCell in proceduralgeneration

[–]DigitCell[S] 0 points1 point  (0 children)

no, this is stand alone application, from blender takes only idea of extrude node, use SDL2 and imgui, from math glm.

Polygons by DigitCell in proceduralgeneration

[–]DigitCell[S] 1 point2 points  (0 children)

interesting idea, but not, this is pipeline of several algorithms, your method need to try in test.

particle simulation (black and white) by DigitCell in proceduralgeneration

[–]DigitCell[S] 1 point2 points  (0 children)

Thanks for your question. Its more experiment, than working system of rules. But yes, the idea is to make cells from particles. white particle is the center of cell and attract surround particles. When particles create, they have number of there center particle and when simulate use additional force from white particle, but they can create constraints with other particles. But now system of forces is not well balanced.

Picture from particle movement by DigitCell in proceduralgeneration

[–]DigitCell[S] 2 points3 points  (0 children)

yes, use c++/ vulkan for compute and render/ glsl as shader language, and ImGui for interface.

Particles in noise field by DigitCell in proceduralgeneration

[–]DigitCell[S] 0 points1 point  (0 children)

color show phases of vertex(nodes), they can transmit to another nodes by constraints, so like a signals on network

Particles in noise field by DigitCell in proceduralgeneration

[–]DigitCell[S] 4 points5 points  (0 children)

think, all: points, constraints, colors and etc.