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Model: Marta Synth
Makeup by: Marta Synth
Photo by: Daniel Albert
Lighting support and special thanks to: Toni Sans
So this is something new i'm working on.
Have seen many great works done with Structure Synth and so i thought i should give it a try myself.
Rendered with vue'd esprit, ambient occlusion lighting from behind the sculpture.
It's one of my first tries...
--Hope you like it--
Long before I started spening time with a SLR camera, these were my creative output tools of choice.
I will slowly be working my way back onto flickr and hope to post atleast one photo per week going foward.
Structure Synth structure. Rendered in SunFlow.
EisenScript:
// Camera settings. Place these before first rule call.
set translation [-2.70854 -0.808419 -20]
set rotation [-0.845321 0.486022 -0.221727 0.530545 0.812497 -0.241696 0.06268 -0.321951 -0.944678]
set pivot [0 0 0]
set scale 0.380927
set maxdepth 600
{ color red } R1
rule R1 {
{ x 1 rz 12 ry -6 s 0.99 } R1
{ s 0.99 } x3
}
rule R2 {
{ x -1 rx 7 rx -6 s 0.99 } R2
{ s 1 } x3
}
rule x3 maxdepth 20 {
set seed initial
{ rz 10 rz 9 s 1.2 y 1 h 1.5 } x3
cbox
}
rule x3 maxdepth 20 {
set seed initial
{ rz -10 rx -6 ry 3 s 0.99 z 1 h 1 } x3
cbox
}
rule cbox {
{ s 0.1 1 1 } box
{ s 0.1 1 1 color black } grid
}
My home studio:
Macbook 2.4, Oberheim Matrix-6, NI Maschine, Novation Remote SL Zero, Korg MS-20ic, krkr Rockit 8 Monitors, Alesis USB 2.0 Mixer, Etc...
One Way Static (2016)
Happy New Year! I know I've been lazy and haven't uploaded anything since August of last year, so here is a nice repress of the great score to the 1981 slasher film The Burning.
Packaged in a radioactive bag. #84/100
An example of applying textures to Structure Synth -> SunFlow output.
You will have to modify the Structure Synth export templates to use the desired texture, e.g.:
shader {
name "shader05"
type phong
texture "texture.png"
spec { "sRGB nonlinear" 1.0 1.0 1.0 } 50
samples 4
}
(Notice Phong shading requires a light to be present in the scene)
In order to apply the texture you also need to assign UV (texture) coordinates to the polygons making up the standard box. Modify the existing box definition to the following:
object {
shader none
transform col 0.001 0 0 0 0 0.001 0 0 0 0 0.001 0 0 0 0 1
type generic-mesh
name "Box"
points 8
1 1 1
1 0 1
0 0 1
0 1 1
0 1 0
0 0 0
1 0 0
1 1 0
triangles 12
0 3 2
0 2 1
2 3 4
2 4 5
3 0 7
3 7 4
0 1 6
0 6 7
1 2 5
1 5 6
5 4 7
5 7 6
normals none
uvs facevarying
1 1 0 1 0 0
1 1 0 0 1 0
0 0 1 0 1 1
0 0 1 1 0 1
0 0 1 0 1 1
0 0 1 1 0 1
1 0 0 0 0 1
1 0 0 1 1 1
1 0 0 0 0 1
1 0 0 1 1 1
0 0 0 1 1 1
0 0 1 1 1 0
}
For the shader above, the texture image is repeated on each face of the box. If you want finer control over the orientation and position of the textures, you have to modify the UV coords above.
(16x20) Acrylic printed tissue/rice paper, acrylics, rice paper prints and metallic marker on Gessobord w/high gloss varnish
Four more iconic synth models in various stages of prototyping...
I predict completion in the following order:
1) Korg MS-20 (almost done!)
2) Nord Stage
3)Yamaha DX7
4) Roland Jupiter-8
This is homebuilt synth based on Commodore sound chip 8580 (popular SID) There are 6 buttons - 1 for menu, 4 for parameter selecting and one for backlight illumination while in battery mode. Big knob in the center is encoder used for parameter tweaking and menu navigation.
Produced by Structure Synth V 0.5
(http://structuresynth.sf.net/)
set maxobjects 16000
10 * { y 1 } 10 * { z 1 } 1 * { a 0.8 sat 0.9 } r1
set background #aaa
rule r1 {
{ x 1 ry 4 } r1
xbox
}
rule r1 {
{ x 1 ry -4 } r1
xbox
}
rule r1 {
{ x 1 rz -8 s 0.95 } r1
xbox
}
rule r1 {
{ x 1 rz 8 s 0.95 } r1
xbox
}
rule xbox {
{ s 1.1 color #000 } grid
{ b 0.7 color #000 a 0.9 } box
}
rule xbox {
{ s 1.1 color #000 } grid
{ b 0.7 color #ddd a 0.9 } box
}
I've been playing around with some Sunflow export for Structure Synth, and this is my first test with boxes.
(Sunflow has some amazing global illumination lightning, but why doesn't it have a 'box' primitive in its scene graph language? I mean, it has Banchoff Surfaces, tori and teapots, but not a simple box?)
The EisenScript:
// Produced by Structure Synth V 0.4
// (http://structuresynth.sf.net/)
// Seed: 54
set maxdepth 300
set background #9f4
// City
{ h 30 sat 0.7 h 67 b 0.8 s 0.75 x 3 y -4 } spiral
// World plane
{ s 20 20 0.1 z -3 color #eee } box
// Box pattern
1 * { z -0.2 x -10 y -10 } 20 * { x 1 } 20 * { y 1 } 1 * { s 0.7 0.7 0.2 } box
rule spiral w 100 {
box
{ y 0.4 rx 90 hue 1 s 0.995 b 0.999 } spiral
}
rule spiral w 100 {
box
{ y 0.4 rx 90 hue -1 rz -90 s 0.995 b 0.999 } spiral
}
rule spiral w 100 {
box
{ y 0.4 rx 90 hue 0 rz 90 s 0.995 b 0.995 } spiral
}
rule spiral w 3 {
{ rx 90 s 1 1.3 1 } spiral
{ ry 180 h 3 s 1 0.7 1 } spiral
}