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Author Topic: TreeMaker  (Read 1169 times)
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Kali
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« on: November 01, 2012, 06:24:45 AM »

I love making trees so I wrote this simple Fragmentarium script you can download here

It is based on my always almost finished KDIFS script  grin - For the animation I used Tglad's idea for fractally animating fractals.

<a href="https://dl.dropbox.com/s/6j1eah1gajynnm4/tree.swf" target="_blank">https://dl.dropbox.com/s/6j1eah1gajynnm4/tree.swf</a>
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taurus
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« Reply #1 on: November 01, 2012, 10:54:20 AM »

Man, you're a never ending source of innovation, Kali.  O K !!

the icing on the cake would be a real seamless loop. Anyhow fantastic job!
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KRAFTWERK
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« Reply #2 on: November 01, 2012, 11:20:20 AM »

This is so nice, love the movement too!  A Beer Cup
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Kali
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« Reply #3 on: November 01, 2012, 03:22:00 PM »

Thanks for the comments, guys!

the icing on the cake would be a real seamless loop. Anyhow fantastic job!

Yep, but I guess is a bit difficult to do... the movements are fractal, each generation of branches oscillates at different rates (the speed and amplitude are scaled at each iteration). I didn't do the math, but I intuitively think that the tree never (or almost never) will return to the same exact starting configuration. One solution could be to smoothly force the initial position of the branches, using a buffer to pass the position data between frames. Another good option is to fade in and out the oscillation amplitude at the start and end of the loop, so the tree alternates between being still and being moved by a gust of wind.

« Last Edit: November 01, 2012, 03:39:27 PM by Kali » Logged

weavers
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« Reply #4 on: November 01, 2012, 03:45:09 PM »


_______________________________________________________________________________________________________________________ _____
Greetings and Salutations Master Kali

The year of the 12 dies, in it much have you done that pleases us, Master!

Continue in the grace of the force Master


Come wave me, come wave me, come tree be I. Live I come touch for I am the tree of life! Yes, in the spring fruits will I to you will give, in the summer I will shade you from the hot sun, enjoy my shade, in the winter, when ice cold threaten your warm heart, fear not, born to give and serve you me, to you take me, my child of Fractals, my wood will keep thee warm, so another day you will see, and another child of thee will be born, So in the beginning, So in the end, when when when, the nasty wind blows, fear not, hold on to me! When the floods, fear not, come climb up to my top, and if the storms wave overcome me and rip my roots out of the soil, you will not drown my child, take hold of my body and float on me fractal to fractal be us! In the beginning in the end infinitely

Thanks master teacher

The Fractal forums the possibilities are infinite







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cKleinhuis
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« Reply #5 on: November 01, 2012, 07:16:16 PM »

wonderful, the movement gives a great impression, of a naturally blown tree, lol i hope you have params for the strength wink
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Syntopia
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« Reply #6 on: November 01, 2012, 07:38:11 PM »

Great stuff as usual, Kali.

One idea: create a field of trees using domain repetition and seed variation, see e.g.:
http://alice-yang.com/cis565/FinalPresentation.pptx

Shouldn't be that much slower.
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hobold
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« Reply #7 on: November 02, 2012, 01:18:49 AM »

the movements are fractal, each generation of branches oscillates at different rates (the speed and amplitude are scaled at each iteration). I didn't do the math, but I intuitively think that the tree never (or almost never) will return to the same exact starting configuration.
Seems to me that the overall movement is analogous to a superposition of overtones, i.e. a sum of sine waves of increasing frequency and decreasing amplitude. So one way to enforce an overall periodic animation would be to ensure that all participating wavelengths divide the overall animation length without remainder.
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Kali
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« Reply #8 on: November 02, 2012, 02:14:40 AM »

Thanks for the comments!

@Syntopia: Nice idea, I'll give it a try

@hobold: I see what you mean, I guess that it could be done by choosing specific scale factors to somehow harmonize the movements, but maybe the result is a less chaotic and less realistic movement?

« Last Edit: November 02, 2012, 04:43:55 AM by Kali » Logged

Kali
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« Reply #9 on: November 02, 2012, 04:49:53 AM »

For some reason I had minor DE problems using mod function for tiling (i.e. missing parts when viewing from certain angles), so I tried with fract function in this way:

p.xy=fract(p.xy/c.xy)*c.xy-c.xy/2;

and works fine:





Now I'll work on the variations...

« Last Edit: November 02, 2012, 04:53:05 AM by Kali » Logged

hobold
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« Reply #10 on: November 02, 2012, 12:04:00 PM »

but maybe the result is a less chaotic and less realistic movement?
No promises. One way to find out. smiley
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Sockratease
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« Reply #11 on: November 02, 2012, 12:10:46 PM »

Looking Great!

Now I'll work on the variations...

Yup, it needs some apples.

And a couple people.

And a serpent...

No, wait - that's been done before and we all know how that turned out   afro
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taurus
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« Reply #12 on: November 02, 2012, 12:34:17 PM »


@hobold: I see what you mean, I guess that it could be done by choosing specific scale factors to somehow harmonize the movements, but maybe the result is a less chaotic and less realistic movement?


don't know much about the underlying math, but i think I'm a skilled observer and in front of my office window are various trees. So here some of my obsevations about slightly moving trees in the wind:
  • leaves behave very different than branches. their movement is really chaotic AND it contains hefty oscillation as well as (oscillating)rotation.
  • the movemet of branches is quite close to a sine oscillation the thicker the branch the lower the frequency and the amplitude. fractality (or non-linearity) is only visible in the way this oscillation is perturbed. Small braches get more pertubed than bigger ones

When i look at your animation, the difference of movement between inner thicker structures and outer thinner structures is a bit weak. the small branches move much faster and at a higher amplitude than the big ones in reality. This makes your animation still look a bit like rubber oscillation.
I hope you forgive my that unscientific wandering from the subject wink
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Kali
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« Reply #13 on: November 02, 2012, 01:52:52 PM »

@Sock: Haha... no serpent, ok... but implementing some apples should be very easy, thanks for the idea smiley

@Taurus: Thanks for your observations. The fact is that this animation is just the natural consequence of oscillating the rotation angle of the branches, scaling the rate and amplitude of movements in the same way the size of the branches is scaled, so even I didn't have to think on how a real tree moves to produce this. But off course some adjustments can be included for trying to approximate better the real movement, so I'll take your advice  wink
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