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Author Topic: Sunflow 3D fractal  (Read 1771 times)
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doncasteel8587
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« on: August 13, 2007, 01:50:21 AM »

Another small step forward, this image used per-face shaders with procedural instancing. The base geometry file is all one object, each face has a reference to one of two shaders. The base object is then procedurally instanced to create the fractal. Without procedural instancing, the memory requirements would be too much for a low end PC


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Nahee_Enterprises
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« Reply #1 on: August 13, 2007, 08:04:56 AM »

And another very good example!!   smiley

It appears to be 10 levels of iterations (maybe 11), but hard to tell once it gets down that small.  Just curious, how long did this take from beginning to end??
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doncasteel8587
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« Reply #2 on: August 13, 2007, 12:34:37 PM »

And another very good example!!   smiley

It appears to be 10 levels of iterations (maybe 11), but hard to tell once it gets down that small.  Just curious, how long did this take from beginning to end??


Thanks!

Beginning to end from modeling, to figuring out the code and rendering, it took about 14 hours. I lost a couple hours going down a some wrong paths while writing the code. It's a lot of trial and error since Sunflow isn't well documented, and I don't know where to look for some things yet. Rendering alone was less than 2 hours.

There were 8 levels of recursion in this image, last night I kicked it up to 10, with little effect on the build and render time, but your right, at 10 the image would have to be a lot larger for you to see the extra instances, you can tell the fractal extends more, but it's basically lines at that point. (the scale parameter is about 0.65 per iteration)
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Kimmo
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« Reply #3 on: October 17, 2007, 07:14:40 AM »

My mind is blown.

That's pretty nifty on quite a few levels
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doncasteel8587
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« Reply #4 on: October 28, 2007, 11:04:41 PM »

Thanks Kimmo
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twinbee
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« Reply #5 on: November 29, 2007, 03:09:50 PM »

Nice stuff! What software did you use to make this?

If you could get each branch to spin on its own axis, and make an animation of it (50fps+ if poss), this would look so AWESOME. It would be like the fairground ride of doom. Whaddya say?
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doncasteel8587
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« Reply #6 on: December 02, 2007, 02:36:37 AM »

Nice stuff! What software did you use to make this?

If you could get each branch to spin on its own axis, and make an animation of it (50fps+ if poss), this would look so AWESOME. It would be like the fairground ride of doom. Whaddya say?

Thanks twinbee.

Software was a kitchen soup of Maya, blender, sunflow, and custom java code, (the custom code being the "project").

An animation would be cool, but is not something I'm pursuing at the moment. Besides, the connecting links actualy sorta interlock around the spheres, so motion would be limited unless they were allowed it intersect each other.

Thanks again smiley

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