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Tuesday, April 9, 2013

Sector/Segment Area





 There are two main "slices" of a circle:
     The "pizza" slice is called a Sector*white selection below*


Sector
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                   And the slice made by a chord is called a Segment. *white selection below*


Segment
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Lets take a look at this in Softimage....

 
* Watch in highest quility possible*


To work out the area of the segment and sector you will use the formulas:

Area of Sector = ½ × (θ × π/180) × r2   (when θ is in degrees)

Area of Segment = ½ × ( (θ × π/180) - sin θ) × r2   (when θ is in degrees)

*So basically what we need is the angle of the "center" corner, and the radius of the circle the sector belongs too*

Area of a Sector in Softimage
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What these formulas will look like in ICE - once you have the angle and raduis - :

Segment area:

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Sector area:

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So you will need to work out the lengths of the three sides of the triangle that fits inside the sector "pizza slice".
I did this by simple creating cluster centers on the last point of the three curves then getting the length between them....


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Here are the tree's for that...

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 they are all basically the same...

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....then you can work out the angle of the center corner in the circle your sector is part of.
I used the standard law of cosines node for this one but here is the math formula:
cos A = (b2 + c2 - a2)/2bc


I used this law because I already had all three side lengths worked out, but never fear here is a link to other ways of working out you triangles if you have say one angle and two sides... 

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law of cosines in Softimage
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You can also work out the "arc length" - the blue line in the image below - of your sector, by using the formula:

L = (θ × π/180) × r  


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Here's that ICE tree...

arc Length formula
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And there you have it. If you ever need to work out how big a pizza slice is ..... now you can do it :)

End 

Monday, April 8, 2013

Lindy Hop



The animation project I'm buzy with at the moment involves some really cool dancing reference.



So started animating out this awesome dance routine for a learning challenge.
*the characters are made by AnimSchool - you can download them here: http://www.animschool.com/DownloadOffer.aspx *




This is the Blocking for the first 210 frames ...... he he loving it so far.

For now the only issue has been gimble lock.... but with them turning around so much and stuff, its to be expected. 

Tuesday, March 26, 2013

Even more fractal fun....



"THEY NEVER END!" *runs around in a circle like her hairs on fire*



Line replacement Fractals


Def : Draw a fractal based on iterated line replacement



Koch curve and snowflake








Levy Tapestry




Cross-stitch Curve



Cresaro Fractal



Minkowski Sausage
*Doesn't look anything like a sausage*



Space-filling Curves




some variations on the Peano curve I made before.....





3D Fractals


Just some random 3D fractals I've been playing with.





End

Tuesday, March 12, 2013

some more Fractals.....



Just some more fractal fun I've been having...


Mcworters Pentadentrite



Heighway Dragon Curve



Sierpinski's n-gon



Durers Pantagon




Peano Curve

This is my first space filling curve fractal... made pretty much in the same way as the Sierpinski ones.



Peano Curve Fractal





Will be adding more post on fractals soon ;)

Friday, March 1, 2013

Sierpinski and self-similar sets...




Walclaw Sierpinski



Wacław Franciszek Sierpiński was a polish Math-magician - aka Grand Master of set theory, Senior Warlock of number theory, dude who liked fractals - and school teacher.

He is best know for "Sierpinski's triangle" (in 3D its called Sierpiński tetrahedron)

Sierpinski's triangle

 his carpet - also related to Sierpiński Sponge or Menger's Sponge when in 3D.

Sierpinski's carpet

his arrowhead curve

Sierpinski arrowhead curve

 
and his pentagon O_O

Sierpinski's pentagon

*He also got to be on a coin, which is pretty cool.*


These beauties are known as iterated function systems or IFS, and we will be looking at how we can build some self-similar fractals using Softimage ICE in this post.
**All these IFS have fixed Attractors.**

Some fractal Terminology...

Iterated Function System:

A finite set of contraction maps w_i for i=1, 2, ..., N, each with a contractivity factor s<1, which map a compact metric space onto itself. It is the basis for fractal image compression techniques. 

Self-similarity:

An object is said to be self-similar if it looks "roughly" the same on any scale.

Attractor:

Each consists of affine transformations involving rotations, translation and scaling by a constant ratio, where applicable. It can also be divined as the smallest unit which itself cannot be decomposed into two or more attractors.

 L-Systems:

A Lindenmayer system, also known as an L-system, is a string writing system that can be used to generate fractals with dimensions between 1 and 2.




Sierpinski's triangle


To create this fractal you need the following things:
1. repeat on counter node
2. clone point node
3. basic kind of loop
*Just a note, this is a really render and ram intensive way of doing any fractal, but it is cool if you just want to get your head around the math of L-Systems*


In Image A you will see that I have two parts to my setup.  Part one is adding a single point to a pointcloud, and part two which I call the I.F.S is where that point gets cloned and repeated for the fractal.  This is the basic setup for all four of Sierpinski's fractals shown above.


Image A
Sierpinski's Triangle in Softimage/ICE
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To start add a single point to an empty pointcloud at the origin. As shown in Image B.  Make that point into a cone or create your own triangle and use that as an instance shape.  The scale of the triangle/cone 10, 10, 10. *Its easier to see the small iterations when the first triangle is nice and big*
Image B - Attractor NODE
Attractor Node in softimage
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After that you will need to setup the tree shown in Image C.  Here is where it gets interesting, to build the ICE tree shown in Image C you will have to build all the trees in images C1, D and E.
 In the cast of Sierpinski's triangle, the first Iteration on the Repeat with counter node will produce 3 clones of the original triangle - you want to turn on the delete source if cloned option - and then 9 triangles by the second iteration and so on.
Image C - IFS_Triangle NODE
IFS Node Softimage/ICE
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What the Log node - Image D - does is translate the new triangles so that they fit inside the original triangle.  We do this with the help of the point ID's and a select case node, run by a loop.


Image D - log 3 NODE
LOG node Softimage/ICE
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The translate local point - Image C1 -  node makes sure that the previous point position gets calculated as well as the new point position.
*I got this useful little node from doing Chris Marshall's tutorial on a tree.*



Image C1 - Translate local points NODE
Translate local point Softimage/ICE
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In Image E we subtract the Point ID by one so that it starts with zero as a value just like the select case node.  Then we feed it through the modulo node to be modulated by the number 3 - number of clones in IFS.
Math behind the log node 



Image E - Loop Value Fractals NODE
loop Softimage ICE
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In Image F you can see the ram usage and render time if your on an Iteration step of 12 with 531 441 triangles in your scene.  I'm totally looking into ways of speeding this up.  My poor laptop can't really handle this much ram going to a render.




Image F
sierpinski's triangle ram
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Sierpinski's Triangle


Sierpinski's Tetrahedron


Sierpinski's Carpet
  


Once you've mastered the Triangle feel free to try and make his carpet as well.  Image AA and AB shows the log and scale for that. Start with a Box with a scale of 10 and then fit 8 new boxes to the side facing the X translation.

 Image AA
Log sierpinski's carpet softimage ICE
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Note the difference in the scale being 0.667 instead of 0.5 like with the triangle
 Image AB
IFS Sierpinski's Carpet Softimage ICE
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This one is even worse on the ram side but really nice looking.


Image AC
Sierpinski's Carpet RAM in Softimage
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Sierpinski's Carpet




Sierpinski's Sponge

















Sierpinski's Arrowhead


The arrowhead is really interesting because you don't just work with the center point position like you did with the triangle and the carpet, you now work with the starting point 0, 0 - the root of the cylinder - and the end position 0, 1 - the tip of the cylinder, like with the triangle you will have a Log of 3 here, but now you also have to deal with the orientation of the cylinders.

Start with a single cylinder that is rotated to lay horizontally with a scale of  5, 10, 1.  Now just build Image BA and BB into the IFS node.


Image BA
Log Sierpinski's arrowhead Softimage ICE
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The scale for this one is also 0.5 just like the triangle.



Image BB
Sierpinski's arrowhead Scale in Softimage ICE
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This one becomes really heavy after 12 iterations couldn't even render it...


Image BC
Sierpinski's arrowhead RAM in ICE Softimage
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Sierpinski's Arrowhead





Sierpinski's Pentagon


To make the beautiful pentagon you will need to make a pentagon and the use the instance shape node to add it to your point in your pointcloud.  This one is a weird one... It has a log with 5 clones and a scale of 0.618 but it also has an offset of sorts.

Image CA
IFS Sierpinski's Pentagon Softimage ICE
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The offset comes in with the 5 sides of the pentagon being in strange places : / See Image CB for the strangeness.

Image CB
Log Sierpinski's Pentagon Softimage ICE
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All of them seem to come in at around 2 to 4 min a frame with anything from 600mb to 1700mb of ram usage.

Image CC
Sierpinski's Pentagon RAM in softimage ICE
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Sierpinski's Pentagon




End :D



Wednesday, February 6, 2013

Capillaries are fractals too....



blood vessels



Definition:  

Capillaries are the smallest of a body's blood vessels and are parts of the micro circulation.


Went to body works the other day and loved the display with the blood vessels, so tired to make my own representation of that. Looks pretty cool.



And this fits in with my whole "fractal fascination" that I have at the moment. Hooray for fractals! \:D/


Thursday, January 31, 2013

Fractals.....


I know, I know fractals have been done to death and all that - but I like them so - I'll be playing with fractals a bit too :D




I started with a simple - or at lest what I thought would be simple - 90 degree angle fractal that just scales from big to small....




It was interesting getting the right-angles because of the iteration step, here's that ICE Tree on the rotation stuff.

loop right angles in 3d
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 But all and all I was quite happy with this exercise. It showed me just how little I understand about fractals so obviously after that....

... I went and made a tree...

tree in softimage
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Tree built in ICE
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Yeah, that was fun but still....

 what are fractals really anyway? Are there rules? What makes a fractal a fractal and not just some pretty pattern?

Wikipedia saysFractals are typically self-similar patterns, where self-similar means they are "the same from near as from far". Fractals may be exactly the same at every scale, or, they may be nearly the same at different scales. The definition of fractal goes beyond self-similarity per se to exclude trivial self-similarity and include the idea of a detailed pattern repeating itself.

I for one will be posting loads more on fractals as I play with them :D

For some cool stuff on fractals and doodling click on the triangle below...




Monday, January 7, 2013

Finite subdivision rule, or not...







Starting with a simple cube, I took the for corner points and  scaled them linearly into infinity (Finite subdivision rule) with a counter.


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add a sin wave too that and you get some really cool looking not so random "random values"

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I love the symmetry

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Using a triangle instead of a cube makes for great lines

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and a disk looks like those old school windows in church.

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This is what it looks like when I apply it to a cylinder, it makes an epic flower...


ICE tree of the flower.

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Happy new year WEEEEEEEEEEEEEEE \:D/