# fractals with particles

simple particle simulation with polar projection node written in Vex / openCL,it runs at 10fps on my MacBook. feeding multiple particles stream’s.
using this formula from wiki page: en.wikipedia.org/wiki/Stereographic_projection

(Houdini openGL rendering in 4k)

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# gravitational wave lines

gravitation curvature lines. abstract visualization of sun fusion reactor.
(just cut through)  # realtime shading tools dev 1

starting to create new pre-render shading tool for my fractals abstract work. its still fast in Vex with 1 mil points. i am planning to convert it later to openCL for the heavy Geo lifting.

# Sierpinski Gasket

playing with the Sierpinski Gasket in houdini, coding exereise. Houdini Vex is very fast and its easy convert it from my c++ code. the fun Part, i get openGL feedback in realtime with need to code in OpenGL.

float resX = 600;
float resY = 600;
float deltaD = 0.5;
int numVert = 3;
float pi = 3.1415922653;
float rotOffset = pi / 6.0;
vector pos= {0,0,0};

float cx = (resX/2.0)*cos((2*pi/numVert) + rotOffset) + (resX /2);
float cy = (resY/2.0)*sin((2*pi/numVert) + rotOffset) + (resY /2);

int iter = chf(“iteration”);

for(int i=0; i<(iter+15); i++) { int num = int(((rand(i)*32767) % numVert) +1); float xVert = (resX/2) * cos((2*pi*num / numVert) + rotOffset) + (resX/2); float yVert = (resY/2) * sin((2*pi*num / numVert) + rotOffset) + (resY/2); cx += deltaD * (xVert – cx); cy += deltaD * (yVert – cy); if(i>15) {
pos.x = cx;
pos.y = cy;
addpoint( 0, pos );
}
}

# solar flare

i am workinmg on some tests for Sun project. i am trying to figure the concept for sunflares. still Artistic driven shapes, but i am planning more get more natural simulation going.

# shading testing

render test with indigo render   