FractalO - v.2

Started by dandelO, July 17, 2010, 09:36:55 PM

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dandelO

Something else I've been kicking around since last night.

FractalO - Animation  
A higher quality continuation is also in progress double the length. The compression isn't pretty, as usual but I'm too impatient to upload over 300mb for full definition, it looks much smoother, though. :(

And here's the first frame rendered much larger, just for fun: FractalO - Image 2048px
Click image for full size.

Cheers! :)


Hetzen

Interesting. Got to say I don't like TG keyframes. I'd rather drive things through the Get Frame node.

dandelO

I edited this again and gave it a better aspect ratio for video.

http://vimeo.com/13430115

Cheers! :)

Henry Blewer

Looks very pretty. This is all driven by power fractals in Terragen 2?
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

domdib

Perfect visuals to accompany some acid house.

dandelO

Yes, Henry. It's two identical, but alternate axis, fractals.

Quote from: domdib on July 18, 2010, 02:42:40 PM
Perfect visuals to accompany some acid house.

Or tabs.

:P :o 8) :-* :-\

dandelO

Hetzen, I've really broken my brains trying to decipher your get keyframe method. I can't seem to get anywhere, I'm unsure of how to use constant scalars to specify a new keyframe from a get frame number. Could you elaborate on this? Or, provide an example? I'd really like to lose the ease-ins/outs of general keyframes, it's a nice feature but I'd like to be able to choose whether I ease in and out. My function ability is very limited but I like to learn.

Cheers, guys! :)

Zairyn Arsyn

TRIPPY! very neat.  :) :o 8)

other fine DandelO animation/product/render.
;)
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inkydigit

Quote from: dandelO on July 18, 2010, 02:53:01 PM
Yes, Henry. It's two identical, but alternate axis, fractals.

Quote from: domdib on July 18, 2010, 02:42:40 PM
Perfect visuals to accompany some acid house.

Or tabs.

:P :o 8) :-* :-\
pmsl
*D
excellent results, no comedown!

Hetzen

Quote from: dandelO on July 18, 2010, 03:01:26 PM
Hetzen, I've really broken my brains trying to decipher your get keyframe method. I can't seem to get anywhere, I'm unsure of how to use constant scalars to specify a new keyframe from a get frame number. Could you elaborate on this? Or, provide an example? I'd really like to lose the ease-ins/outs of general keyframes, it's a nice feature but I'd like to be able to choose whether I ease in and out. My function ability is very limited but I like to learn.

Cheers, guys! :)

Sure, in essence you use the Get Frame x Scaler (this value determines the speed) then plug into a 'Displacement Shader's' function input (this will displace in meter's your frame number multiplied by your speed value). You could use a 'redirect shader' instead if you want to shift stuff in certain x,y,z combinations.

You then plug the displacement into a Warp Shader through the warper input, and have say a PF as the shader input. Then to see what happens, just plug that into the planet, and render out a sequence. No keyframes to keep track of, will run as long as your animation, and you have just one value to change that determines the speed of the animation (ie not judged on keyframing a distance over time).

This is a really neat way of say doing your water foam, and something I used in this example.....

http://forums.planetside.co.uk/index.php?topic=6111.75   Post #79

dandelO

Thanks a lot, Hetzen, great! That's quite ingenious, well done, you! :)

I'll have another go at it and see what I can do... :)