Grasshopper

algorithmic modeling for Rhino

Grasshopper preview, no baking, no rendering

www.tyrertecture.com

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Comment by Nick Tyrer on April 14, 2013 at 5:55am

Well.... i dare you!

Comment by Artyom Maxim on April 13, 2013 at 3:00am
Who dares a recursive raytracer in GH with Hoopsnake?!))
Comment by Nick Tyrer on April 12, 2013 at 9:07am

words of wisdom

Comment by Vicente Soler on April 12, 2013 at 8:44am

Beware of "inception moments". Listen to Stan's mom, she's the voice of reason: http://www.youtube.com/watch?feature=player_detailpage&v=8cineV...

 

Comment by Nick Tyrer on April 12, 2013 at 7:50am

Yeh i suppose. I was having a 'Inception' moment, if you combined you all the ideas, so your 'mesh render' was built onto an object, and the camera was referenced with Horster. So as you orbited around the object, the geometry you are looking at is rendered onto the object itself.

I don't know if that makes sense or if i'm babbling.. Even if it is possible, i cant think of a use other than it being trippy.

Comment by Vicente Soler on April 12, 2013 at 6:00am

I put together the definition 'spur of the moment' due to Angel's comment. However, I remember doing something similar years ago that worked on breps and created bitmaps.

 

It doesn't really make much sense doing this in GH. The interesting part of building a raytracer is in making it fast.

Comment by Nick Tyrer on April 12, 2013 at 4:50am

Now that is impressive! Have you been brewing that idea for a while Vicente? or was that spur of the moment?

Comment by Vicente Soler on April 11, 2013 at 5:07pm

I guess "rendering with GH" will be this:

This is a very simple raytracer using only regular components. The right image is a mesh plane with vertices being colored by GH. The small plane and surface at the bottom is the camera and the point next to it is the light source (a simple point light used for lambertian reflectance).

Comment by Ángel Linares on April 11, 2013 at 3:50pm

Mmm...shaders are quite different because you code how pixels are drawn directly in the screen...vertex and fragment shaders are usually the way to go. Here we are drawing colors over vertex in 3d space using distances and other parameters and the real opengl shaders used by rhino translate everything into pixels. That is why I was talking about rendering or painting meshes with GH.

Could be amazing to play at shaders level in GH o.O!

Comment by Artyom Maxim on April 11, 2013 at 3:03pm
Better to say shaders in GH)

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