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3d chladni volumes as textures

Started by taj, October 03, 2006

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rdc

Thanks guys, both examples are a big help. I'll have to play around with this some.

mind

here's a lil something i whipped up in an hour that somewhat lets you experiment with the chladni volume in 2d.. you adjust the M and N with mouse X and mouse Y, and scroll around it with the up/down/left/right keys.. it's an experiment made to test the possibilites of using it as a procedural pattern generator.. basically, you can save each texture in less than 20 bytes.. however i didnt implement loading/saving yet.. nor did i optimize the software.. anyways, go crazy :) let me know what you think of it..

TODO: let the user change size of the plate(the L variable) in the "UI", aswell as a few of my own parameters i added, like multiplication of pi to make it seamless at powers of 2, the option to use the absolute value of x-y instead of x-y aswell as the option to use a full color range instead of just b/w etc..

i'll update the software when i have the time but until then, i hope you enjoy what it is so far :)

it's a quick pascal hack(im at my gf's place so i have no access to any useful compilers, but i will compile a decent xp version with a nice UI asap) and you can grab it right here: http://web.bitnet.net/johnny/chladni.exe

//Johnny
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taj

Fantastic stuff mind. Im going to look much closer at this tomorrow. 20 bytes is a lot for each texture and at 4k would be almost unacceptable for me *unless* the texture code is 100 bytes or something . You should examine that closely and see if you really need that much. I bet you can get it to ten easily if you try.

In the mean time, some karma.
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mind

#43
well, i dont NEED 20 bytes per texture.. i could save it in 4-6 bytes with standard parameters.. but since i like my stuff to be a lil more flexible im willing to waste another 10 bytes or so per texture.. keep in mind that it's 20 bytes before compression..

as of now, i can make it in:
l=1 byte(if i want a 256x256 texture)

m=1 byte(can be extended to an int)
n=1 byte(same as above)

xpos=1 byte(can be extended to an int)
ypos=1 byte(same as above)

thats 5 bytes per texture(or 11-17 with the 2-4 ints).. i havent really done the exact math for the extended textures though, with all my partameters and such.. but i approximated to around 20 bytes uncompressed.. meaning you can have around 20 unique textures(monochrome or linear) in 400 bytes... uncompressed..

thanks for the praise though.. now my next project is to get your shader code running, and to make something useful out of it :) speaking of which, how do i give karma? you deserve some for hooking me up with the code..

//Johnny
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rdc

Very cool mind. I am finding this Chlandi stuff very interesting.

Rbz

Quote from: mind on November 03, 2006speaking of which, how do i give karma? you deserve some for hooking me up with the code..

You will need at least 25 posts to change people Karma, read this , anyway I'll give Taj some good karma in your name  ;)




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