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soundcloud.com/identificator

Ricoh KR-10

Fujifilm Superia 200

set background #f8a376

 

set raytracer::size [0x2000]

 

set maxobjects 500000

 

set md 9

 

rule base { // crée la base du dessin si besoin

{ z 4 s 100 100 1 color yellow } box

}

 

base

  

#define couleur 0

 

rule évidé {

{ x 5 z 5 s 1 10 1 h couleur } box

{ x 5 z -5 s 1 10 1 h couleur } box

{ x -5 z 5 s 1 10 1 h couleur } box

{ x -5 z -5 s 1 10 1 h couleur } box

 

{ y 5 z 5 s 11 1 1 h couleur } box

{ y -5 z 5 s 11 1 1 h couleur } box

{ y 5 z -5 s 11 1 1 h couleur } box

{ y -5 z -5 s 11 1 1 h couleur } box

 

{ x 5 y 5 s 1 1 11 h couleur } box

{ x -5 y 5 s 1 1 11 h couleur } box

{ x 5 y -5 s 1 1 11 h couleur } box

{ x -5 y -5 s 1 1 11 h couleur } box

}

 

R1

 

Rule R1 {

{ z 3 x 2 y 2 s 0.5 0.5 0.5 h 5 sat 0.9 rz 15 } R1 évidé // 1/4 carré droite haut modifié

{ z 3 x -2 y 2 s 0.5 0.5 0.25 h 10 sat 0.5 } R1 évidé // 1/4 carré gauche haut

{ z 3 x 2 y -2 s 0.5 0.5 0.3 h 15 sat 0.5 } R1 évidé // 1/4 carré droite bas

{ z 3 x -2 y -2 s 0.5 0.5 0.5 h 20 sat 0.25 } R1 évidé // 1/4 carré gauche bas

}

 

Rule R1 {

{ z 3 x 2 y 2 s 0.5 0.5 0.25 h 5 sat 0.8 } R1 évidé // 1/4 carré droite haut

{ z 3 x -2 y 2 s 0.5 0.5 0.7 rz -15 sat 0.7 } R1 évidé // 1/4 carré gauche haut modifié

{ z 3 x 2 y -2 s 0.5 0.5 0.5 sat 0.5 } R1 évidé // 1/4 carré droite bas

{ z 3 x -2 y -2 s 0.5 0.5 0.5 sat 0.9 } R1 évidé // 1/4 carré gauche bas

}

 

Rule R1 {

{ z 3 x 2 y 2 s 0.5 0.5 0.5 sat 0.9 } R1 évidé // 1/4 carré droite haut

{ z 3 x -2 y 2 s 0.5 0.5 0.5 sat 0.8 } R1 évidé // 1/4 carré gauche haut

{ z 3 x 2 y -2 s 0.5 0.5 0.5 sat 0.7 } R1 évidé // 1/4 carré droite bas modifié

{ z 3 x -2 y -2 s 0.5 0.5 0.5 rz 12 rx 5 sat 0.9 } R1 évidé // 1/4 carré gauche bas modifié

}

For this stark, spellbinding episode of Room 205, director Luis Farfan worked closely with director of photography Conor Simpson, set designer Tamarra Younis, editor Forrest Borie and sound engineer Jon Gilbert to capture the band's mesmerizing live performance while crafting a world of abstract symbols, ambient sounds and cinematic contrasts, entirely elegant and arresting in their own right.

 

BIO

Los Angeles based artist Camella Lobo has been quietly releasing music under the moniker Tropic Of Cancer since 2009. Drenched in romanticism and soaked in themes of solitude, mortality and love, her music forms a strangely hypnotic connection with its listener. Lobo’s majestic vocals, warmly cradled by waves of ascending synths, plangent guitar, and foreboding beats, summon the listener into a world of dark decadence and delicate beauty. Formerly a duo with minimal electronic artist, Silent Servant, Lobo has enlisted the assistance of Taylor Burch to help execute her music in a live setting.

  

COMPONENTS

 

Video

• YouTube: youtube.com/playlist?list=PLC4EEUwd7e4ljPXq6_9pILRONJzR-PS6z

• Vimeo: vimeo.com/album/2243798

 

Photos

• Flickr: flic.kr/s/aHsjA3Cd1q

 

Music

• SoundCloud: soundcloud.com/goincase/sets/tropic-of-cancer-at-room-205

  

CREDITS

 

Executive Producer

• Incase: goincase.com

 

Producer

• Arlie Carstens: disastercasual.typepad.com

 

Director

• Luis Farfan: denada.org

 

Set Designer

• Tamarra Younis: union-of-art.net

 

Audio Engineer

• Jon Gilbert: facebook.com/jonathan.gilbert.7796

 

Camera

• Luis Farfan: denada.org

• Conor Simpson: vimeo.com/likeamaniac

 

Editor

• Forrest Borie: vimeo.com/forrestborie

 

Photos

• Arlie Carstens: disastercasual.typepad.com

 

Performing Artist

• Tropic Of Cancer: facebook.com/tropicofcancerband

 

Label

• Blackest Ever Black: blackesteverblack.blogspot.com

 

Publicity

• Camella Lobo: twitter.com/camellalobo

 

Room 205 Theme Song

• Cora Foxx: theheapsf.com

 

Generated in Structure Synth, exported and rendered in Blender

I've started experimenting with POV-Ray export in Structure Synth, and this is the first visible result.

 

Produced by Structure Synth V 0.5

(http://structuresynth.sf.net/)

 

Script:

 

{ hue 20 sat 0.8 } r2

 

rule r2 maxdepth 20 {

{ s 0.75 rz 10 b 0.9 } r2

frame

}

  

rule frame {

{ s 0.1 1.1 0.1 x 5 z 5 } box

{ s 0.1 1.1 0.1 x 5 z -5 } box

{ s 0.1 1.1 0.1 x -5 z 5 } box

{ s 0.1 1.1 0.1 x -5 z -5 } box

 

{ s 1 0.1 0.1 y 5 z 5 } box

{ s 1 0.1 0.1 y 5 z -5 } box

{ s 1 0.1 0.1 y -5 z 5 } box

{ s 1 0.1 0.1 y -5 z -5 } box

 

{ s 0.1 0.1 1 y 5 x 5 } box

{ s 0.1 0.1 1 y 5 x -5 } box

{ s 0.1 0.1 1 y -5 x 5 } box

{ s 0.1 0.1 1 y -5 x -5 } box

 

}

Modular synth

Generated and rendered in Structure Synth

Playing around with the new synchronized random seed.

This one is an old system - but with random seed sync, the self-similar aspect is emphasized.

 

Eisenscript (requires Structure Synth version > 0.9):

 

// seed 89

set maxdepth 600

 

set background #f94

 

{ h 170 sat 0.7 color green } start

 

rule spiral w 100 {

 

box

 

{ y 0.4 rx 5 hue 1 s 0.995 b 0.999 } spiral

 

}

 

rule spiral w 100 {

 

box

 

{ y 0.4 rx 5 hue -1 rz -5 s 0.995 b 0.999 } spiral

 

}

 

rule spiral w 100 {

 

box

 

{ y 0.4 rx 5 hue 0 rz 5 s 0.995 b 0.995 } spiral

 

}

 

rule spiral w 3 {

start

}

 

rule start {

set seed initial

{ rx 15 } spiral

 

{ ry 180 h 3 } spiral

 

}

The 555 timer generates pulses and can be used for a bunch of stuff. Pulse characteristics are determined by resistors and capacitors. By varying the resistor value using my "keyboard", I can control the frequency of the pulses going off to a speaker. However, the keyboard would probably need to have trimpots rather than static resistors in order to make proper (CDEFGAB) tuning possible.

Reflection test using the new internal Structure Synth raytracer. (Rendering time: 2.4s)

 

I've started working on a simple built-in raytracer in Structure Synth, both for providing fast previews in the GUI, and for people who are intimidated by the somewhat complex template export.

 

So far it is pretty standard stuff: a single-threaded, Phong shaded based raytracer which uses the Fast Voxel Traversel method to accelerate ray-primitive intersection tests. As of now it supports reflections, transparency, shadows (the hard and ugly type), and adaptive anti-alias. I've also implemented a simple Ambient Occlusion scheme.

When I was up at Random Hacks of Kindness there was an interesting cacophony of noise coming through the walls. I wandered around to find out what it was, and stumbled upon the Annual Analog Synthesizer Meeting.

 

It's a group of audiophiles who use only analog circuits to make music. They generally hand solder their systems, though you can get kits.

 

The systems produce sound like this:

soundcloud.com/badr0b0t/maths-module

(listen to it about halfway through, it starts off slow)

 

Info on Hacker Dojo:

hackerdojo.pbworks.com/

 

Facebook page for the Analog Synth meeting:

www.facebook.com/event.php?eid=159653064993

A Structure Synth creation rendered with Kerkythea

 

Script (if anybody is interested)

 

set background #5274A2

skyship

{fy}skyship

  

{x 31 y -2.5 z -39.2 ry 15}rotor

{x -33.5 y -2.5 z -39.2 ry 15 }rotor

1 * {fy } 1 * { x 31 y -2.5 z -39.2}rotor

1 * {fy} 1 * {x -33.5 y -2.5 z -39.2}rotor

  

{y -5 z -29.7 x -0.85 s 5 color #800000}sphere

  

// ship

rule skyship{

{y -0 z -1 s 0.7 1 2.5 }body

{y -0 z -30 s 2 1 1 }body

{y -0.3 z -20 s 1 1.5 1 }body

  

{x 31 z -35 s 0.5 1 0.5 }body

{x -33.5 z -35 s 0.5 1 0.5 }body

}

  

//////////// parts

rule body md 36 { // md 18 for half only

{ ry 5.625 rx 82 s 1 1 1}RingPart

{ ry 10 x 1.7 } body

}

rule RingPart{

{ y -1.5 rx -90 } roof

{ rx -30 z 2 s 2.2 4 1 color #80331a} box

}

rule roof{

{z 4 } panel

{z 6.9 rx 40 s 2.8 2 0.1 color #80331a} box

  

}

rule panel{

{ y -2 z 1.1 ry 90 s 4 0.5 0.5 color gray b 0.2} box

{ y -1.9 z -7 s 2.7 0.01 12 color gray b 0.8} box

  

}

  

#define blades 10

/////////////////

rule rotor md blades {

{ ry 10 rx 90 s 0.5 0.1 5 color #80331a}box

{z 8 y -2.5 rz 15 s 2 0.1 20 color gray b 1.2} box

{y -3 z 0 rx -20 rz 8 ry 5 s 0.6 0.01 1.2 color #80331a} box

{ ry 360/blades x 0.4} rotor

}

  

David Huck

    

home studio

synth

           

0, 0

255, 255

I've added several different random color schemes to Structure Synth.

 

The image demonstrates the use of the 'color random' operator, for different color pools:

 

set colorpool randomhue

set colorpool randomrgb

set colorpool greyscale

set colorpool list:orange,white,white,white,white,white,white,grey

set colorpool image:filename.PNG

 

These schemes are described in more details on my Syntopia blog.

 

This update necessitated a few changes to the underlying random number generator system: the Eisenstein Engine in Structure Synth is now powered by two independent Mersenne Twister streams. And not only does that sound sexy - it also ensures that structures made from a specific random seed can be reproduced on different platforms.

Structure Synth terminates the recursion if the number of objects is greater than the given threshold ('set maxobjects ...') or if the recursion depth becomes greater than the maximum depth ('set maxdepth ...'). It is also possible to set a maxdepth for an individual rule ('rule R1 maxdepth 5').

 

I've added two new rules for controlling the termination.

 

'set minsize {size}' and 'set maxsize {size}' allows you to specify how large or small a given object can be before terminating. The 'size' parameter refers to the length of the diagonal of a unit cube in the current local state. (The initial coordinate frame goes from (0,0,0) to (1,1,1) and hence has a diagonal length of sqrt(3)~1.7). It is possible to specify both a mix and a min size. The termination criteria only stops the current branch - if other branches are still within a valid range, the will be continued.

 

This is very useful for preventing Structure Synth from creating boxes which cannot be seen anyway or from growing without bounds.

 

The image shows the same structure at three different minimum size tresholds.

 

Example script (requires a post-version 0.9 of Structure Synth!):

 

set minsize 0.8 // or 0.4, or 0.2

 

set maxdepth 600

set background #333

{ h 30 sat 0.2 h -67 b 0.8 } spiral

 

rule spiral w 100 {

box2

{ y 0.4 rx 90 hue 1 s 0.995 b 0.999 } spiral

}

 

rule spiral w 100 {

box2

{ y 0.4 rx 90 hue -1 rz -90 s 0.995 b 0.999 } spiral

}

 

rule spiral w 100 {

box2

{ y 0.4 rx 90 hue 0 rz 90 s 0.995 b 0.995 } spiral

}

 

rule spiral w 3 {

{ rz 5 s 1 1 1 } spiral

{ ry 4 h 3 s 1 1 1 } spiral

}

 

rule box2 {

{ s 1 5 1 } box

}

 

rule box2 {

{ s 5 1 1 } box

}

 

rule box2 {

}

very old shot..i'm a fanatic for old modular synths

This is my version of the Living VCO's, a project originally by Jurgen Haible, with an updated PCB from Random*Source

Virus indigo redback

// Produced by Structure Synth V 0.4

// (http://structuresynth.sf.net/)

 

set maxdepth 600

 

set background #f94

 

{ h 30 sat 0.7 } spiral

 

{ ry 180 h 30 sat 0.7 } spiral

 

rule spiral w 100 {

 

box

 

{ y 0.4 rx 5 hue 1 s 0.995 b 0.999 } spiral

 

}

 

rule spiral w 100 {

 

box

 

{ y 0.4 rx 5 hue -1 rz -5 s 0.995 b 0.999 } spiral

 

}

 

rule spiral w 100 {

 

box

 

{ y 0.4 rx 5 hue 0 rz 5 s 0.995 b 0.995 } spiral

 

}

 

rule spiral w 3 {

 

{ rx 15 } spiral

 

{ ry 180 h 3 } spiral

 

}

A Structure Synth creation.

Exported as object to Blender, beveled the edges of the pillars, applied materials and rendered with cycles

That package "U105" is really odd. I've never seen anything like that before, and have no idea what it is. U104 is the same type of thing. Given the size of the traces and caps near them, I assume they're power-related, and that's why they have such a huge package. Maybe some sort of regulator?

Here are the buttons. I'd actually prefer a softer cap on those switches, but it's good to see that these aren't just cheap tactile switches, but higher quality switches with more throw. These should last a long time and take a lot of abuse.

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