I came to the conclusion the last few days that #MartianGraphics was always going to be a super niche product, because... like... I imagine what would have happened if, instead of creating my own tools, I downloaded someone else's 2 years ago.

I wouldn't have understood what they were for. I wouldn't end up learning what all the other nodes in Geometry Nodes do. It'd be like when I was poking around blindly in shader nodes, just hookin things together because I'd found -something- that worked.

And this is what she does.

(Usually, much more slowly. She hangs onto a given composition for around 15 seconds, but you can hit Shuffle at any time to get something new.)
#Godot #Blender3D #B3D #GenerativeArt #3DArt #ProgrammerArt #MartianGraphics #Artiga #Dejah

I'm calling it. There's more work to do before release, but Dejah is a feature complete project. I started December 15th, and I believe this is day 36 now. She does what she was designed to do, and kind of a lot more. Nearly my entire library of looping animations are packed inside, and this is now my portfolio and living art installation.
#Godot #Blender3D #B3D
#MartianGraphics #Artiga #Dejah

This is also very much what I'm considering the first iteration of the idea. It's a super minimal implementation, with intentionally small goals so I can get the hang of this.

But things are going well enough that it has me thinking about the 2.0 version more, and what I might be able to do.

The goal has always been to port the concepts of #MartianGraphics to a realtime interactive environment. I'm starting to see where that goes a bit more clearly.

It's not immediately obvious, but this post and my bouncing ball shader are intimately linked, because they're both kinda distillations of the core concepts I'm using. And they use largely the same action. The shader draws shapes, and uses rotation and a sine wave to move them around. Guess what this geonodes system is doing? But it's also very #MartianGraphics-y, because of those trails. Without simulation. That was the trick.

https://mastodon.art/@cjrando/111655638136427223

Fidel Destro (@[email protected])

Attached: 1 image There is now a lupe display that can be toggle off and on. Just displays how far we are through the current iteration. Not visible here is the new onscreen display for demo mode, so you know it's cycling through the available effects. Next, I intend to add some onscreen controls for speed, and maybe some other stuff. #Godot #Dejah

Mastodon.ART
Busy day so far. Wrote Wrap and Ping-Pong functions for my #MartianGraphics library, because lupes need cyclic functions, yo. The Ping-Pong took a while to wrap my brain around, but it's working now. So I've got sine waves, saw tooth, and zig-zag. Yay. :)
Aight, my little #MartianGraphics library now has an Overlay blend mode, and a Greyscale function. I took the greyscale technique from one of the videos today, but instead of a flat average, mine is a weighted average that doubles the green channel's influence, which should produce a conversion with better contrast.
I think today I might start prototyping the first part of the Dejah project, which I believe I'm calling the Master Lupe. The idea is simple enough, and is sort of a reimplementation of the #MartianGraphics animation pipeline but for a live environment. The user sets a length of time, and it starts looping. It's just constantly spitting out how far through the lupe we are, counting up from 0 to 1.
I'm a little irritated at myself for not doing any work in Godot yesterday, largely because I dove headfirst down a rabbit hole. Should give myself some slack though, because I genuinely learned a ton and built some interesting and useful #MartianGraphics tools.
#MartianGraphics' Vauxlume setup is comparatively faster, and more configurable. Like... it's configurable at all. 😅