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Showing posts from 2018

Room packing

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Xmas has been about sketching up a setup for generation of house interiors. B ased on this but exterior being fixed. With pseudo code fleshed down, it's broken down to two parts, placement and growing. Picture is one closing in on completion. Sphere's are location inputs on which rooms are placed (here all 3x3). The algorithm then distributes while respecting constraints like -"room need at least one square of outer wall". Phase two is a kind of "pressure solving"- expanding the rooms to divide the space by need, described as rooms "pressure".

Mesh solvers

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Been cooking for some time this one. Wanted to apply Linear systems, primarily to test if it could be used on photogrammetry meshes. Ended up branching Edgy Eggs package that is a wrapper of Eigen/libigl package. Code here.  Next step is to wrap it in a paint driven workflow.

Procedural edge group straighten

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Straightening of edge groups on triangular meshes. Black line shows group on original mesh, gap shows the split up, smoother, new path. This is done by flipping edges to get optimal path flow. Setup file.

Cloth demo gif

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Made an example to clearer show the benefit of the OpenCL cloth solver. 

First substance material test

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First ever test making a Substance designer material from scratch. 

Attractor

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One of my first posts ever was an attractor. It's a bit easier to work with these things nowadays. Was suppose to help someones with a line of vex code but got hooked finding interesting numbers for it.