Generative Design Variations M.1.4 Noisy landscapes

The introduction in the Generative Design book of this assignment reads as follows: ‘The preceding example of cloud textures is easily expanded to include pseudo realistic landscapes with mountains and valley’s. Rather than coloring pixels in levels of gray, the height position of the points on a grid is modulated using the same principles. The resulting grid is only sketched here and is examined in more detail in the chapter ‘Formulated bodies’. And here is the original program:
M_1_4_01

I made a Flickr summary page. Here you can find most of the images I made during this assignment. If you click at the thumbnails of this loftmatic page you can find all programs. It was of no use to do a JavaScript conversion because the programs don’t work in JavaScript. I did not spend any time on finding out what the issue was because I would like to study Processing. Not JavaScript.

Two new things are introduced in this chapter: Processing 3D and the TileSaver class of Marius Watz. The TileSaver class is used for rendering high-resolution images by splitting them into tiles using the viewport. The program is full of public void’s which I never have used. To dive into that is a bit too much work if you ask me. So I will only concentrate on the main program. And I think that is the essence of classes. That you don’t worry about them. Just use them. The Processing 3D part is new for me. I never did anything with it until now. But in the past 15 years I have worked a lot with NewTek’s LightWave 3D. Here is an example of an animation film which Jeanne de Bont and I made with Lightwave. So the first thing I would like to do is to get all color out of this object. After that has been done I need to check what I can do with the lighting settings. But first I have to change the names of the global variables. And I have put some wordspaces in the program for better readability purposes. I Have put the ‘Landscape’ as a top view. Removed the ambient light and replaced it by two spotlights. A blue and a red light. I also removed all wild hills and valleys until I was left with a kind of creasy paper.
M_1_4_01_GDV_01

I increased the tile count to 6000. And than it gives me a kind of Perlin noise. Which might be Perlin noise indeed because the noise function is used. Let’s double that to 12000. That takes 90 seconds to render. And it makes a lot of Perlin noise. Let’s see what TileSaver does with that. The console says ‘TileSaver: 4 tilesResolution: 3200×3200. But there is nothing in my sketchfolder. Than it continues with 006.25% completed. 1/16 images saved. 012.50% completed. 2/16 images saved. 018.75% completed. 3/16 images saved. 025.00% completed. 4/16 images saved. 031.25% completed. 5/16 images saved. 037.50% completed. 6/16 images saved. 043.75% completed. 7/16 images saved. 050.00% completed. 8/16 images saved. 056.25% completed. 9/16 images saved. 062.50% completed. 10/16 images saved. 068.75% completed. 11/16 images saved. 075.00% completed. 12/16 images saved. 081.25% completed. 13/16 images saved. 087.50% completed. 14/16 images saved. 093.75% completed. 15/16 images saved. 100.00% completed. 16/16 images saved. Save: 150106_145725_3200x3200.png Done tiling. But there are still no images left in my sketch folder. It only saved 1 image of 800 x 800 because I pressed the s-key.
M_1_4_01_GDV_02

I increased the octaves amount. And added a green light to it. Tried TileSaver again. This time it works fine. It makes 1 image in 3200 x 3200 pixels by rendering 16 separate parts of the display window.
M_1_4_01_GDV_03

Used 4 lights now. A magenta, cyan, red and orange light (which is in fact yellow).
M_1_4_01_GDV_04

I have cranked up the mesh Z-Scale to 1000.
M_1_4_01_GDV_05

Lowered the NoiseFalloff to 0.01.
M_1_4_01_GDV_06

Increased z_Scale to 2000. And tilecount to a 100. And than it renders architecture like images.
M_1_4_01_GDV_07

Lowered the TileCount to 3.
M_1_4_01_GDV_08

Tile count 6 and z_Scale are now on 2000.
M_1_4_01_GDV_09

This all went very well in the last few hours. So I start once again and maybe I can do even more later.
M_1_4_01_GDV_10

Now I have made 10 variations I can start from the beginning. So I open M_1_4_01_GDV_01 and check whether I can see new ways to interpret this sketch. I have moved the hue lights to the rights side of the square. Maybe it good to increase the Z_Scale to 50. Increased the OctavesAmount to 40. And Processing is reacting very slow. Even the refreshing of the display window takes at least 15 seconds.
M_1_4_01_GDV_11

A TileCount of 12000 is of course ridicules. It takes at least more than 90 seconds to render one frame. And the result is not very good. So I lowered that to 1000. OctavesAmount is now also 100. I am going to put two more  lights in it. It seems that the distance of the light to the surface does make a difference. Closer to the surface makes it harsh. Further away from the surface gives soft shadows. Is that true? Let’s check that. All lights have now the same direction angle and concentration. Still not sure how the direction works. Anyway I made all settings for all lights the same. Except for the positions. They are all located on the corners. I did a few changes. All lights are now on the zero-Z position. Going to put them on 100 in the Z-range. Another one will be in the 200-z range. And it seems that I have to increase the concentration when the lights are higher.
M_1_4_01_GDV_12

Imported the light settings of the previous sketch into M_1_4_01_GDV_03. Saved that as M_1_4_01_GDV_13. Surprisingly it works well. We have a kind of sponge-like structure. And the lights are giving a very well representation of that structure. So what happens if I put the lights even further away. Let’s say the double the distance. That gives an interesting mix but I would like to see more black in the middle.
M_1_4_01_GDV_13

What about putting a white light in the middle? interesting. Can I make a loop with lights? I’ll give it a try. I get the following sentence in the message area: ‘java.lang.RuntimeException: java.lang.RuntimeException: can only create 8 lights’. That is weird. Thought it might be the loop itself that creates this problem. So I copy-pasted 5 lights to get 10 lights and I still get the same error message. Ok… I found a OpenGL FAQ: https://www.opengl.org/wiki/FAQ#Why_limit_to_8_lights.3F See FAQ number 29. So there you have it. It is not possible to use more than 8 lights. Hey… but you can use shaders. Fine. But I will not use them now. Did not find the white light in the middle an improvement anyway. Here is another fine discussion: https://processing.org/discourse/beta/num_1118343753.html
M_1_4_01_GDV_14

When opening this one my lights were probably in the surface. I had cranked up the Z-Scale to 200. So the light were on but hidden in the structure itself. I have put them a little higher about 500 pixels? Is this measured in pixels?
M_1_4_01_GDV_15

Variations on M_1_4_01_GDV_06
M_1_4_01_GDV_16

TileCount 1000 and Z_Scale 2000. Light falloff .9, 0, 0.
M_1_4_01_GDV_17

It seems that you can scroll with your mouse or pen on the display window to get other variations. Making variations has never been so easy.
M_1_4_01_GDV_18

The display window is divided into halves. Maybe it has something to do with the fact I only have 6 tiles. I’ll make it 9. Ok… its gone.
M_1_4_01_GDV_19

Variations on M_1_4_01_GDV_10
M_1_4_01_GDV_20

This chapter had ‘Noisy landscapes’ as a title although I did not make any landscape with it. Instead I looked for other things. And I have to admit that I found some usefull approaches which I never had used when I started with this chapter. You never know where you end up when programming. And I see that as a good thing.

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