#martiangraphics — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #martiangraphics, aggregated by home.social.
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I came to the conclusion the last few days that #MartianGraphics was always going to be a super niche product, because... like... I imagine what would have happened if, instead of creating my own tools, I downloaded someone else's 2 years ago.
I wouldn't have understood what they were for. I wouldn't end up learning what all the other nodes in Geometry Nodes do. It'd be like when I was poking around blindly in shader nodes, just hookin things together because I'd found -something- that worked.
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I came to the conclusion the last few days that #MartianGraphics was always going to be a super niche product, because... like... I imagine what would have happened if, instead of creating my own tools, I downloaded someone else's 2 years ago.
I wouldn't have understood what they were for. I wouldn't end up learning what all the other nodes in Geometry Nodes do. It'd be like when I was poking around blindly in shader nodes, just hookin things together because I'd found -something- that worked.
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And this is what she does.
(Usually, much more slowly. She hangs onto a given composition for around 15 seconds, but you can hit Shuffle at any time to get something new.)
#Godot #Blender3D #B3D #GenerativeArt #3DArt #ProgrammerArt #MartianGraphics #Artiga #Dejah -
And this is what she does.
(Usually, much more slowly. She hangs onto a given composition for around 15 seconds, but you can hit Shuffle at any time to get something new.)
#Godot #Blender3D #B3D #GenerativeArt #3DArt #ProgrammerArt #MartianGraphics #Artiga #Dejah -
I'm calling it. There's more work to do before release, but Dejah is a feature complete project. I started December 15th, and I believe this is day 36 now. She does what she was designed to do, and kind of a lot more. Nearly my entire library of looping animations are packed inside, and this is now my portfolio and living art installation.
#Godot #Blender3D #B3D
#MartianGraphics #Artiga #Dejah -
I'm calling it. There's more work to do before release, but Dejah is a feature complete project. I started December 15th, and I believe this is day 36 now. She does what she was designed to do, and kind of a lot more. Nearly my entire library of looping animations are packed inside, and this is now my portfolio and living art installation.
#Godot #Blender3D #B3D
#MartianGraphics #Artiga #Dejah -
This is also very much what I'm considering the first iteration of the idea. It's a super minimal implementation, with intentionally small goals so I can get the hang of this.
But things are going well enough that it has me thinking about the 2.0 version more, and what I might be able to do.
The goal has always been to port the concepts of #MartianGraphics to a realtime interactive environment. I'm starting to see where that goes a bit more clearly.
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This is also very much what I'm considering the first iteration of the idea. It's a super minimal implementation, with intentionally small goals so I can get the hang of this.
But things are going well enough that it has me thinking about the 2.0 version more, and what I might be able to do.
The goal has always been to port the concepts of #MartianGraphics to a realtime interactive environment. I'm starting to see where that goes a bit more clearly.
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It's not immediately obvious, but this post and my bouncing ball shader are intimately linked, because they're both kinda distillations of the core concepts I'm using. And they use largely the same action. The shader draws shapes, and uses rotation and a sine wave to move them around. Guess what this geonodes system is doing? But it's also very #MartianGraphics-y, because of those trails. Without simulation. That was the trick.
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It's not immediately obvious, but this post and my bouncing ball shader are intimately linked, because they're both kinda distillations of the core concepts I'm using. And they use largely the same action. The shader draws shapes, and uses rotation and a sine wave to move them around. Guess what this geonodes system is doing? But it's also very #MartianGraphics-y, because of those trails. Without simulation. That was the trick.
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Busy day so far. Wrote Wrap and Ping-Pong functions for my #MartianGraphics library, because lupes need cyclic functions, yo. The Ping-Pong took a while to wrap my brain around, but it's working now. So I've got sine waves, saw tooth, and zig-zag. Yay. :)
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Busy day so far. Wrote Wrap and Ping-Pong functions for my #MartianGraphics library, because lupes need cyclic functions, yo. The Ping-Pong took a while to wrap my brain around, but it's working now. So I've got sine waves, saw tooth, and zig-zag. Yay. :)
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Aight, my little #MartianGraphics library now has an Overlay blend mode, and a Greyscale function. I took the greyscale technique from one of the videos today, but instead of a flat average, mine is a weighted average that doubles the green channel's influence, which should produce a conversion with better contrast.
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Aight, my little #MartianGraphics library now has an Overlay blend mode, and a Greyscale function. I took the greyscale technique from one of the videos today, but instead of a flat average, mine is a weighted average that doubles the green channel's influence, which should produce a conversion with better contrast.
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I think today I might start prototyping the first part of the Dejah project, which I believe I'm calling the Master Lupe. The idea is simple enough, and is sort of a reimplementation of the #MartianGraphics animation pipeline but for a live environment. The user sets a length of time, and it starts looping. It's just constantly spitting out how far through the lupe we are, counting up from 0 to 1.
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I think today I might start prototyping the first part of the Dejah project, which I believe I'm calling the Master Lupe. The idea is simple enough, and is sort of a reimplementation of the #MartianGraphics animation pipeline but for a live environment. The user sets a length of time, and it starts looping. It's just constantly spitting out how far through the lupe we are, counting up from 0 to 1.
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I'm a little irritated at myself for not doing any work in Godot yesterday, largely because I dove headfirst down a rabbit hole. Should give myself some slack though, because I genuinely learned a ton and built some interesting and useful #MartianGraphics tools.
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I'm a little irritated at myself for not doing any work in Godot yesterday, largely because I dove headfirst down a rabbit hole. Should give myself some slack though, because I genuinely learned a ton and built some interesting and useful #MartianGraphics tools.
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#MartianGraphics' Vauxlume setup is comparatively faster, and more configurable. Like... it's configurable at all. 😅
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#MartianGraphics' Vauxlume setup is comparatively faster, and more configurable. Like... it's configurable at all. 😅
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I was just thinking that no one in my family likely grasps the scale of the node library I've built this year... then I started thinking -I- haven't really grasped the scale of it either. I've easily put as much work into #MartianGraphics as I ever have into a novel.
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I was just thinking that no one in my family likely grasps the scale of the node library I've built this year... then I started thinking -I- haven't really grasped the scale of it either. I've easily put as much work into #MartianGraphics as I ever have into a novel.
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Here's a demo of the renovated #MartianGraphics Remesh node in its current state, running on everyone's favorite primate. The Suzanne to the left is the original, the middle is with somewhat high settings, and the far right with very low settings.
I've got an idea of how to boost fidelity a little more. I'll be trying that in a bit.
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Here's a demo of the renovated #MartianGraphics Remesh node in its current state, running on everyone's favorite primate. The Suzanne to the left is the original, the middle is with somewhat high settings, and the far right with very low settings.
I've got an idea of how to boost fidelity a little more. I'll be trying that in a bit.
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And here we have in its entirety the new Gen Splatogram (MG) node group for #MartianGraphics. What's a Splatogram? These things.
#Blender3D #B3D -
And here we have in its entirety the new Gen Splatogram (MG) node group for #MartianGraphics. What's a Splatogram? These things.
#Blender3D #B3D -
Remember! If you win, #MartianGraphics is only a billion dollars, leaving you .4 billion to spend however you like. 🤷🏽♂️
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Remember! If you win, #MartianGraphics is only a billion dollars, leaving you .4 billion to spend however you like. 🤷🏽♂️
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No one has paid a billion dollars for #MartianGraphics, but I'm not giving up hope just yet.
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No one has paid a billion dollars for #MartianGraphics, but I'm not giving up hope just yet.
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In addition to taking care of a mysterious kitten, I was also quite productive today in #MartianGraphics, implementing all the core tools for the new SubCache system (hey... I came up with a name finally). I already had the SubCache Store & Read, which write and retrieve the animation data from named attributes. With those, I constructed the SubCache Encoder, which will output encoded animations from any point cloud, and the Particle SubCache Decoder modifier, which will come with assets.
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In addition to taking care of a mysterious kitten, I was also quite productive today in #MartianGraphics, implementing all the core tools for the new SubCache system (hey... I came up with a name finally). I already had the SubCache Store & Read, which write and retrieve the animation data from named attributes. With those, I constructed the SubCache Encoder, which will output encoded animations from any point cloud, and the Particle SubCache Decoder modifier, which will come with assets.
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Also just renamed all of my shader custom nodes in #MartianGraphics, because they were totally uncategorized before. The categories aren't perfect, but what is?
Animate
Draw
Enviro
Filter
Shader
Tiler
Transform
Util -
Also just renamed all of my shader custom nodes in #MartianGraphics, because they were totally uncategorized before. The categories aren't perfect, but what is?
Animate
Draw
Enviro
Filter
Shader
Tiler
Transform
Util -
@tsturm My plan is to pack it into the next #MartianGraphics, but I'm a bit worried it doesn't meet my current standards for ease of use... which, uhh... you're acquainted with what I've put out already, so you've prolly got an idea how rough this one is.
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@tsturm My plan is to pack it into the next #MartianGraphics, but I'm a bit worried it doesn't meet my current standards for ease of use... which, uhh... you're acquainted with what I've put out already, so you've prolly got an idea how rough this one is.
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Today's agenda:
-Drink lots of water
-Package up Avoidance Node & scan some Boids references
-Rename/reorganize #MartianGraphics shader nodes
-Come up with a systemic plan for environment shaders
-Oh crap... new CalGeo.
-More CG research
-I also meant to do some work on glitch shaders & fx todayLooks like I'm prepping for a new MG release, so that's neat. And many of these tasks can be creatively combined.
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Today's agenda:
-Drink lots of water
-Package up Avoidance Node & scan some Boids references
-Rename/reorganize #MartianGraphics shader nodes
-Come up with a systemic plan for environment shaders
-Oh crap... new CalGeo.
-More CG research
-I also meant to do some work on glitch shaders & fx todayLooks like I'm prepping for a new MG release, so that's neat. And many of these tasks can be creatively combined.
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Another version, here with the effect oriented to UV, and the animation appropriately pixelated to match. And #MartianGraphics gets a few additions, Capsule Shape, Pixelate, and RGB Pixel.
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Another version, here with the effect oriented to UV, and the animation appropriately pixelated to match. And #MartianGraphics gets a few additions, Capsule Shape, Pixelate, and RGB Pixel.
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The motto of #MartianGraphics may well be, "When Blender will not do what you command, you must force it and trick it."
[cue maniacal and somewhat alien laughter]
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The motto of #MartianGraphics may well be, "When Blender will not do what you command, you must force it and trick it."
[cue maniacal and somewhat alien laughter]
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This is the simulation zone (cue '80s cartoon theme song). To start, we're just going to replicate this setup (I'm using the #MartianGraphics beveled cube to be fancy, but feel free to use any geometry of your choice).
We have an input geometry linked to the simulation zone input, that's linked to the simulation zone's output, then we assign a material and finally the group output.
What does this setup do? Next to nothing, so far. But let's take another look.
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This is the simulation zone (cue '80s cartoon theme song). To start, we're just going to replicate this setup (I'm using the #MartianGraphics beveled cube to be fancy, but feel free to use any geometry of your choice).
We have an input geometry linked to the simulation zone input, that's linked to the simulation zone's output, then we assign a material and finally the group output.
What does this setup do? Next to nothing, so far. But let's take another look.
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A gloop I was working on last night and then finished up this morning. Took some work getting surface consistency on the glitter/mini-facet here. Not 100% about the results, but we're gettin there.
#Blender3D #B3D #GenerativeArt #3DArt #MartianGraphics -
A gloop I was working on last night and then finished up this morning. Took some work getting surface consistency on the glitter/mini-facet here. Not 100% about the results, but we're gettin there.
#Blender3D #B3D #GenerativeArt #3DArt #MartianGraphics -
This water toon shader is in #MartianGraphics, btw.
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This water toon shader is in #MartianGraphics, btw.
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Evening mograph. This is kinda different. Sorta alien.
#Blender3D #B3D #GenerativeArt #3DArt #MartianGraphics -
Evening mograph. This is kinda different. Sorta alien.
#Blender3D #B3D #GenerativeArt #3DArt #MartianGraphics -
Evening mograph. Glittery things swimming around in a densely foggy something.
#Blender3D #B3D #GenerativeArt #3DArt #MartianGraphics -
Evening mograph. Glittery things swimming around in a densely foggy something.
#Blender3D #B3D #GenerativeArt #3DArt #MartianGraphics -
Release time! I've just uploaded the newest version of #MartianGraphics for Blender, which I've very creatively called New Horizons 2!
Highlights include fully automatic animation (the killer feature), a new Torus Knot Generator, and a Singularity shader.
As always, this pack is available on a pay-what-you-want basis, from nothing at all to a billion dollars.
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Release time! I've just uploaded the newest version of #MartianGraphics for Blender, which I've very creatively called New Horizons 2!
Highlights include fully automatic animation (the killer feature), a new Torus Knot Generator, and a Singularity shader.
As always, this pack is available on a pay-what-you-want basis, from nothing at all to a billion dollars.
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My current agenda is to release the next version of #MartianGraphics tomorrow. The files are all setup and ready to roll.
After that...
Dig into Godot, not for games right away, but instead making interactive realtime versions of what I'm already doing. Martian Graphics comes to Godot.
Martian Graphics meets simulation nodes in Blender 3.6. I'm gonna have a ton to learn and explore there.
Still don't know where I'm headed. Making... things. 🤷♂️
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My current agenda is to release the next version of #MartianGraphics tomorrow. The files are all setup and ready to roll.
After that...
Dig into Godot, not for games right away, but instead making interactive realtime versions of what I'm already doing. Martian Graphics comes to Godot.
Martian Graphics meets simulation nodes in Blender 3.6. I'm gonna have a ton to learn and explore there.
Still don't know where I'm headed. Making... things. 🤷♂️
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#MartianGraphics now apparently includes like 118 nodes.
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#MartianGraphics now apparently includes like 118 nodes.
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I was planning to design and animate a little robot for the next #MartianGraphics today, but my concepting work is somewhere between bad and terrible, so I think imma change my plan.
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I was planning to design and animate a little robot for the next #MartianGraphics today, but my concepting work is somewhere between bad and terrible, so I think imma change my plan.