On 10/3/21 1:07 PM, Bill Pragnell wrote:
> Hi all
> I've been playing with procedural entropy again, inspired by a visit to a
> medieval castle over the summer. This is a good waypoint in the project; the
> environment is a bit old-school but I'm pretty happy with the castle.
> It occurred to me that an 'easy' way to ruin brick structures is to construct
> geometry to define the missing areas and use a simple inside test when placing
> bricks. This is slightly complicated by the need to perform the exclusion test
> on a brick's final position, so I ended up writing macros to fill some simple
> regions with bricks. The castle here was made using just two top-level macros -
> filled boxes and hollow cylinders with arbitrary position/orientation.
> A further issue was that the exclusion geometry was too regular, giving neat
> pixellated edges to all the removed areas. So instead of using the geometry
> directly, bricks are placed or omitted according to a pigment function defined
> by a turbulated object pattern.
> Windows and doors, plus their arches and frames, were achieved using the same
> basic tools, albeit without turbulence on the exclusion shape, and can therefore
> be ruined by the same process.
> Not sure where to go with it next...!
Cool. When I was warping isosurface mazes, I thought about introducing
localized entropy / randomness to the maze walls. Perhaps adding - near
locations of erosion - debris. I never got anywhere with it.
On turbulence, a thought I've had is it might be useful to have a
generic black hole warp like mechanism (shape defined intensity control)
to locally fade turbulence in an out. Something more controllable than
applying turbulence to the whole pattern(1).
(1) - This is doable with functions, but not all that easy to set up.
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