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G02_SpaceColonization_NodeSizeBasedOnChildCount
G02_SpaceColonization_NodeSizeBasedOnChildCount
Based on G01_SpaceColonization with a few efficiency tweaks to the code and the algorithm tweaked slightly to allow for the seed nodes to track their children and descendants. In this case children refer to the immediate child nodes and descendants is the total number of nodes that are in that branc
·cwoodall.com·
G02_SpaceColonization_NodeSizeBasedOnChildCount
G01_SpaceColonization
G01_SpaceColonization
Using OpenRNDR to make a Space Colonization Algorithms to make some leaf like, tree like and maybe even different types of natural shapes and formation. Using Jason Webb’s and the following papers (1, 2) as a baseline. This involves having a bunch of nodes, these are the points that have already gro
·cwoodall.com·
G01_SpaceColonization
C03_ShaderExperiment
C03_ShaderExperiment
The goal here was to get the basic shaders to work, in order to do this I had to learn a little about shaders (which I found semi non-intuitive and the documentation is poor at best).
·cwoodall.com·
C03_ShaderExperiment
C02_ColorStudy_2dcity
C02_ColorStudy_2dcity
Draw a background of a bunch of rhombuses which are organized to create a 3d optical illusion of a bunch of cubes stacked next to eachother, sort of like a big city
·cwoodall.com·
C02_ColorStudy_2dcity
F01_PerlinNoise
F01_PerlinNoise
Started by looking at
·cwoodall.com·
F01_PerlinNoise
R01_CirclesAndTriangles
R01_CirclesAndTriangles
Circles And Triangles is part of the Random Series. The goal was to get acquainted with drawing contours in OpenRNDR. These pieces have a limited pallete of a background color (black) and a foreground color (white)
·cwoodall.com·
R01_CirclesAndTriangles
R00_RandomCircles
R00_RandomCircles
Random Circles is based on randomness and some code from ericyd on Github to get myself started
·cwoodall.com·
R00_RandomCircles