Procedural / Fractal Mesh - Volume from Algorithm

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Old 05 May 2013   #1
Procedural / Fractal Mesh - Volume from Algorithm

I'm doing some research into procedural mesh creation, and I thought I'd throw the question out there: Anyone else have a professional or personal interest in procedural modelling, and what kind of resources do you use?

I'm currently experimenting with producing organic fractal-based mesh, but I'm employing fairly naive methods, mostly procedurally creating particle objects to which mesh is then instanced. Using PP properties this is a fairly flexible, but still looks like a bunch of objects all glued together.

I've started looking into mesh builder algorithms like marching cubes, and it occurred to me someone might have done some legwork in this area already, but googling hasn't dug up any results.

Does anyone have any tips, interest, links or anecdotes to share?
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Old 05 May 2013   #2
I'm not really sure what this software is, but i'll throw it out there becasue to me its always seemed simular to what you're talking about.

http://en.wikipedia.org/wiki/Mathematica
 
Old 06 June 2013   #3
It looks interesting, I'll check it out, thanks for the link!

EDIT: Way outside my price range, I'm afraid! It looks in the realm of what I'm doing, though.
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Last edited by faultymoose : 06 June 2013 at 12:11 AM.
 
Old 06 June 2013   #4
this might interest you

http://blendersushi.blogspot.com.au...e-modeling.html
 
Old 06 June 2013   #5
Physicist here- Mathematica is a tool for analytically solving math problems, the only real way I can see it being used to produce anything for Maya is maybe the implementation of a solution of a difficult equation. It's probably one of the most powerful tools I've used, but would be difficult to see it being useful for this. Anyway, if it's too expensive, look at Wolfram Alpha, which basically uses Mathematica for you.

I'm very interested in this topic however, and would definitely like to see where this goes. I haven't done a lot of research into procedural modeling, just because there's usually a lot of legwork involved in doing so, and more often than not, it seems like using the API is the only way to go (which I'm not sure how to use). I've made a few small scripts, like building a fermat spiral/"voxelizing" an object, but not too much more than that. I'd be happy to talk about ideas though, and if there's anything mathematically frustrating, I might be able to put my training to use and help out.
 
Old 06 June 2013   #6
No problems, will do =]

At the moment, stuff I'm doing is pretty basic and unlikely to impress a physicist! Just some recursive functions laying out particle objects for instancing.

The next thing I'd like to play around with is extending it to sample a shader network and use PP attributes to determine density of each sampled 'cell'.
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Old 06 June 2013   #7
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