Nodebox mandelbrot1/4/2024 ![]() While Nodebox’s graph is not laid out automatically, it also contains no pipe elbows to allow users to change the direction and placement of pipes in the graph. The white triangle along the bottom right side denotes which node in the graph is currently being displayed in the viewer pane. Each node has an icon and a unique identifier. Each node is assigned a colour based on the data type that it outputs. When these tooltips are hovered over the name of the corresponding parameter in the properties panel is conveyed to the user with a tooltip. A single output port is located in the bottom left corner. Nodebox’s nodes have colour-coded input sockets referred to as “ports” which are located on the top edge of each node. Anatomy of a Nodebox NodeĮach node in Nodebox is set to the same fixed size, contains an identifying icon, and a unique identifying name that can be changed by the user. Each node in Nodebox represents an action that generates or manipulates data. Nodebox places emphasis on creating generative and data-driven graphics. Arithmetic operators and sorting algorithms are not procedural generation techniques by themselves (although they can be used in procedural generation as building blocks).Nodebox is an open source vector graphics program that (as the name might suggest) uses nodes as its primary method of generating images. Word docs are not a result of procedural generation. However, not everything made by a computed program should be called "procedurally generated". The choices can be prescribed by some kind of input value, or determined by a PRNG of the generation procedure itself (also actually a deterministic sequence). The procedure must be making some kind of sequence of choices that leads to a set of diverging final outcomes. The means to get there can involve more or less randomness (it can be a small seed input, a set of parameters, or a random sequence of numbers).Įven something like Mandelbrot or Julia sets (or similar fractals) are fully deterministic algorithms, but the choice of the position and scale (quite a small initial input) is sufficient to generate a large variety of interesting results => procedural generation. Okay, yeah, I agree that the more important part in procedural generation is to be able to produce a large population of interesting artifacts. Squircle is a special case of superellipse with parameters a and b equal and n set to 4: Superformula is a generalisation of superellipse, and works in 2D and 3D. They give larger curvature smoothness than rounded rectangles, and superformula gives a wide variety of shapes and smooth transition between a circle and a square with changing parameters. You can probably calculate the points as slices in azimuth, or as a continuous helical spiral. They look much better than rounded rectangles, and probably work with less and more equally spaced polygons in 3d. I have used superellipses as oscillators. So, you may need to break those big faces into multiple triangles anyway. Having long, thin triangles or big differences in triangle area will often create problems when vertex properties are interpolated across the face. Mesh properties are generally only stored on the vertex, and are interpolated across the attached faces. It's also worth noting that the optimized mesh has some unfortunate drawbacks. You need generic functions eventually anyway, to create more complex shapes. Creating those generic functions is a lot of work but it pays off fairly quickly. ![]() If you have a library of generic mesh manipulation functions lying around, the programmatic way and the artists' way would likely be the same. I just did way too much of this myself, and I regret how much time I spent on custom primatives.Ī 3D artist would probably create something like this by cutting the mesh and applying Catmull-Clark subdivision (assuming they didn't have a proper bevel tool). I've written my fair share of this sort of code, but it's a very painful way to create geometry.
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