algorithmic modeling for Rhino
Grasshopper preview, no baking, no rendering
Albums: Acid Trip
Well.... i dare you!
words of wisdom
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...
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.
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.
Now that is impressive! Have you been brewing that idea for a while Vicente? or was that spur of the moment?
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).
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!
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