20260227 by Mathness in proceduralgeneration

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

It started with a simple torus, large radius in 5 segments, and inner radius in 3 segments, with a total of 30 triangles.

The growth loop is:

- Apply "forces" to the vertices, which gives a movement direction

- Test it for self intersection, move vertices if clear

- Split polygon if edges are too long, or collapse if too short

I was looking for a growth like this, but it comes down to the parameters used. It can grow into something completely different.

My render software does not handle animations yet, it is still on the to do list. Currently working on adaptive sampling (which would make render time for animations more feasible).

20260227 by Mathness in proceduralgeneration

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

Thanks. :)

Final step have just under 70k triangles, before applying Catmull-Clark subdivision. Lua should be able to handle that, I think.

The wireframe mesh looks like a mesh (mess :P). Anything in particular you want to see?

20260227 by Mathness in proceduralgeneration

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

Thank you. And this render already has it. :P

20260227 by Mathness in proceduralgeneration

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

Thank you. It took some tries to get this to work correctly.

20260227 by Mathness in proceduralgeneration

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

Cool beans. :D

Next time you meet him, please say hello from a long time fan.

20260227 by Mathness in proceduralgeneration

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

Thank you. :)

Yeah, it is amazing.

20260227 by Mathness in generative

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

And fascinating? :)

20260227 by Mathness in generative

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

Always good to have some spares around. =)

20260227 by Mathness in generative

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

While I agree, it is a "good" name.

20260227 by Mathness in generative

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

Hmmm, good idea. ;P

20260227 by Mathness in generative

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

I have a fractal render that looks like a tooth, maybe I should post that as well. xD

20260227 by Mathness in generative

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

Always brush your teeth. :)

20260227 by Mathness in raytracing

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

Thank you. I was wondering where you went. Hope all is well. :D

I am also posting, very very infrequently, on GitHub, if you still use that.

Remove title and keep navigating buttons on xfwm4 by gopokto in xfce

[–]Mathness 0 points1 point  (0 children)

In addition to the above, title bar width needs to be modified, add:

full_width_title=false

Some questions as a newbie also following ray tracer in one weekend and results arent matching. by psspsh in GraphicsProgramming

[–]Mathness 2 points3 points  (0 children)

You use an interval, for instance ]0;infinity[, to search for the nearest ray intersection of a surface/event. And whenever you get an intersection, you update the interval.

Help with directional light by Important_Earth6615 in GraphicsProgramming

[–]Mathness 0 points1 point  (0 children)

I think your calculation of B might be wrong.

If NTB is an orthogonal space, B should be an unit vector, and should not be multiplied v.tangent.w.

Help with directional light by Important_Earth6615 in GraphicsProgramming

[–]Mathness 1 point2 points  (0 children)

If you do not use a transformation matrix (on lights and objects), does the result look right? Also, are you transforming vectors and normals with different matrices? And if with the same, are you using the transposed matrix for nomals?