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Shay wrote:
>
> Very nice.
Thanks.
I have always loved these kinds of "fractals" (not sure if
> that's accurate) which change element aspect ratio due to a consistent
> wall thickness. I remember writing my name on graph paper as a kid and
> tracing a spiral around while the outline became closer to a rectangle
> with each pass.
I used to do that stuff obsessively.
The macro is not really to the point that it would support much
automation, but many of the basic components are there. The manual
needs right now include the adjustments in the z direction and avoiding
sequences of primitives that wouldn't make sense, or scaling of
sequences that wouldn't make sense. For instance there are concave
quarter and half-round surfaces. Also, randomly deflecting the course
of events to subdivide the rectangle into multiples would be a
significant effort for me at this point, thought automating those other
things I could probably do more easily. I may get the automation bug yet.
The intriquing thing for me is imagining all the "clever" possibilities
that the frame theme can take me in, then seeing what mundanely happens
when I actually do one. Again, the course of events, and the influences
that deflect it.
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Jim Charter wrote:
>
> I used to do that stuff obsessively.
Did somebody say 'obsessive'?
>
> The intriquing thing for me is imagining all the "clever"
> possibilities that the frame theme can take me in, then
> seeing what mundanely happens when I actually do one. Again,
> the course of events, and the influences that deflect it.
My game is to start and end with the same aspect ratio after several
reductions. Requires a bit more trickery than you might assume to do so
while making the pattern attractive and "honest". I did a lot of those
experimenting with fence and door patterns for my pagoda render. Ended
up just using "straight" fence and door construction and rendering the
patterns by themselves.
-Shay
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