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Le 2024-09-16 à 12:25, Bald Eagle a écrit :
> MichaelJF <fri### [at] t-onlinede> wrote:
>> In the examples shown here, I have
>> ended the process after 13 ‘generations’, which exhausts the
>> possibilities of POV on my machine (Core I9 with 32GB RAM). Each of the
>> following sphere packings consists of a total of 16,099,560 individual
>> balls. With 14 generations one reaches a total of 54,118,529 spheres,
>> which is beyond the capabilities of my machine.
>
> I find this interesting.
> Somehow that doesn't seem like a lot of spheres for those system specs.
>
> 1. What happens when you "exceed the capabilities"?
> 2. Is there any difference if you use blobs?
> 3. Do you think that happens because each sphere is assigned it's own individual
> texture? What happens if they're all union[ed] and given a single texture?
> 4. What happens if you make a sphere mesh and simply translate and scale that,
> instead of instantiating a new sphere {} ?
I don't think that it would help.
As I understand it :
A minimal sphere is defined by it's centre and radius. A translated
sphere sees it's centre point modified by the translation, so, no added
translation component. That's a vector and a float = 4 floats.
For a mesh, that would be a translation and a scaling. That's two
vectors= 6 floats, or two extra floats.
In both cases, individually assigning a texture would add the texture
definition to each object.
>
>
> Very nice work! I'm glad you pursued this topic with all of the subsequent
> renders :)
> How long did it take you to adapt this to 3D, and how much extra code is there?
>
> I especially like the version with the missing spheres - you can clearly see the
> inner Pappas chain(s) inside the outer bounding sphere, which is such a cool
> effect!
>
> Maybe just honor one request - do one with iridescent bubbles. :)
>
> - BW
>
>
>
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