Computers are useless. They can only give you answers.
Pablo Picasso.
Un blog donde las matemáticas están fortalecidas por la genética para lograr la creatividad computacional que se cruza con el arte.
No hay fractales aquí, sino genética y arte generativo.
[A blog where math is empowered by genetics to achieve computational creativity that intersects with the arts.
A combination of natural selection and computers, somehow. --Not fractals here, but genetics and generative art.
5 comments:
Wow. That may be your best one yet. I...I can't even think of a name for it. Your art is amazing Cris.
??? I was thinking it is my worse ever. May be you wanted to comment at another one.
Do you use Bryce for the water & sky?
No way, Deb, nothing here is hand-made, also Bryce it far more complex and give a lot of options. The scenery is incredibly simple: the values are fractal-generated and passed on to the PovRay sky_sphere identifier. PovRay is the render engine I use. The water is a set of definitions on the plane Y, just like the sky, only lower than the position of the camera.
Down here is a simple scenery to notice how is everything generated -mostly- on two basic planes... The scenery is extremely simple; I didn't want to lose time on that, the computer generates the scenery values and period, enough to me. :-)
--- [ PovRay File ] ---
global_settings {assumed_gamma 2.2}
camera {
location <0.0, 0.0, -30>
direction <0.0, 0.0, 1.2>
right <1.3, 0.0, 0.0>
look_at <0.0, 0.0, 0.0>
}
light_source {0*x color red 1.000 green 1.000 blue 1.000 translate <-10, 10, -30>}
light_source {0*x color red 0.600 green 0.600 blue 0.600 translate <40, 60, -60>}
sky_sphere {
pigment {
gradient y
color_map { [0 color rgb <0.502, 0.000, 0.502> ]
[1 color rgb <0.000, 0.502, 0.000> ]
}
}
pigment {
wrinkles
turbulence 0.7
octaves 6
lambda 5
omega .3
color_map {
[0 color rgbt <1, 1, 1, 1>]
[.5 color rgbt <.98, .99, .99, .8>]
[1 color rgbt <1, 1, 1, 1>]
}
scale <.8, .1, .8>
}
}
plane {y, 900
texture {
pigment { bozo
turbulence 0.46
omega .7
color_map {
[0 color rgbt <0.502, 0.502, 0.251, 1> ]
[.5 color rgbt <0.502, 0.502, 0.251, .6> ]
[1 color rgbt <0.502, 0.502, 0.251, .2> ]
}
}
finish {ambient 1 diffuse .5}
scale 3000*0.75
translate <-500, 900, -10000>
}
rotate y*0
hollow
}
plane {-y, -1200
texture {
pigment { bozo
turbulence 0.25
omega .7
color_map {
[0 color rgbt <1, .8, .8, 1>]
[.5 color rgbt <1, .8, .8, .6>]
[1 color rgbt <1, .9, .9, .2>]
}
}
finish {ambient 1 diffuse .3}
scale 3000*0.75
translate <1500, 900, -2000>
}
rotate y*0
hollow
}
plane { y, -4
texture {
pigment {color rgb <0.502, 1.000, 0.000> }
finish {
ambient 0.15
brilliance 5
diffuse 0.6
metallic
specular 0.80
roughness 1/100
reflection 0.65
}
normal {
waves 0.55
frequency 7300
phase 4.5
scale 8000
}
}
hollow
}
The link above is wrong.
http://www.povray.org/documentation/view/3.6.1/91/
That's the one.
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