Dienstag, 22. März 2011

••• Processing obj exporter/ octane render





Finally it is done.

The first release of the octaneRenderer and obj exporter.

The exporter is based on the obj exporter by Jesse Louis-Rosenberg.



Three examples to get started are included.



Features:

Object exporter:

  • geometry

  • groups

  • materials(without textures)

  • uv-coordinates

Octane rendering (windows only):

  • Render the Sketch in Octane

  • set startFrame and number of Frames

  • Give Camera to Octane (position, target, fov, apperture, focal depth)



ToDo:

  • Support Octane rendering on Linux and Mac (see below)

  • export textured Materials

  • Implement all remaining octane cameracommands



To install the exporter, simply download the zip file and extract the contents to your Processing libraries folder.




you can download the library here



At the moment Octane rendering only works with Windows.

The sourcecode is included with the download, so if everyone is invited to help us make this work on all Systems, please sent me an email, or leave a comment if you have interrest.

Samstag, 12. März 2011

••• .obj/.mtl exporter for processing





This library provides an easy and clean way to export Processing geometry including materials, uv-coordinates and groups.



The exporter is based on the obj exporter by Jesse Louis-Rosenberg.



It now supports:

  • geometry

  • groups

  • materials

  • uv-coordinates



Get the newer version here.

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Mittwoch, 15. Dezember 2010

••• documentation





This is a little documentation of our spatial analyses tool for urban design (german)



With this project, we won the 1st price at the competition aufITgebaut 2011




you can download the file here (pdf, 1.3mb)

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Sonntag, 7. November 2010

••• spatial analyses for urban environments





A little demo video of the so far implemented features.

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Montag, 1. November 2010

••• swarm simulation





Here are a few more flocking experiments, exploring the performance and structure of a swarm with elements of different size and behaviour. There are four setups shown in the video:

  • All boids are of equal size and move with the same speed

  • The boids have different sizes, but move with the same speed

  • The boids have different sizes and act by different behaviours. Small boids are fast and agile, big boids are slow and lazy.

  • Generally all boids are equal. If they get compressed by many neighbors, they get bigger and faster. When the danger is over, they get normal again.

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Mittwoch, 20. Oktober 2010

••• spatial analyses for urban environments





The aim of the project is to question the role of computer-aided design methods in urban development, to ask in which parts of the design process the use of the computer can be appropriate. While commonly the focus of most computer aided design sotware is on drawing layouts, that are defined by various analog methods, it does not give the designer any information about the quality of the design itself.



The developed tool assists the designer in an early step of the design process, where basic principles of the layout are defined. While the conditions of the design regarding light, spatial, geometrical and urbanistic context are displayed, it can be addapted in real-time.



Therefore three kinds of analysis methods are implemented in the tool so far:





Illumination solver (left: Sun gradient - green=morning, red=evening, right: Static sun)





Accessibility solver (left: by angle, right: by distance)





Spatial analysis solver



references/links:

Aedas, space syntax, kaisersrot

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Montag, 18. Oktober 2010

••• depth of field





Depth of field blur effect in Processing with OpenGL.



There are two different types of materials: spriteMaterial for sprites, such as points, labels, ... and lineMaterial. You define these materials in void setup() (in this case 11 different types of points and one line type). You can actually convert any texture (image + alpha map) into a sprite material, in this example, there is only points and text.




you can download the source code here

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