Ancestors

Toot

Written by Steven Dollins on 2024-11-16 at 04:30

Scrunchy colors

[#]AlgorithmicArt #CreativeCoding

[#]Processing #glsl #shaders

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Descendants

Written by mirek kratochvil on 2024-11-16 at 07:36

@scdollins oh wow is there please code/howto for this?

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Written by Steven Dollins on 2024-11-16 at 18:58

@exa Create a particle system in which each tries to form a line with its neighbors while pushing off of any others. I start with a loop of 1000 and then randomly add a few each frame. I tweak the size interactively to spread them out or create folds.

It's a frustratingly brittle system, though, that can easily form cross-over tangles if the chain vs collision forces aren't balanced carefully.

No code as this is very much an experimental mess.

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Written by mirek kratochvil on 2024-11-16 at 20:02

@scdollins ah so self-organization basically, cool, thanks!

( you might want to try an actual 1D self-organizng map, IMO it's already kinda isomorphic to what you are doing and you get the bit of math there to improve stability )

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Written by forresto on 2025-01-03 at 15:12

@scdollins i appreciate that you shared this much! My similar attempts also tend to break / cross self, but this looks much more dense than I've ever reached.

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Written by Steven Dollins on 2025-01-04 at 00:52

@forresto Try shortening the distance between adjacent points in the chain. I don't test for collision with immediate neighbors, but if you push off of your neighbor's neighbor, that also helps the chain to try to stay straight.

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Written by forresto on 2025-01-09 at 22:42

@scdollins I've been learning Blender Geometry Nodes lately, and I think this hint makes sense to me now. If you don't test immediate neighbor collision, the point radii can overlap, and the "thread" will have a more consistent thickness.

In my simulation the beads don't overlap, and they rub against each other, like a beaded necklace. And probably have more chance of slipping through, since there isn't thread between the beads.

[#]Blender #GeometryNodes

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