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A leaf still hanging on the tree in front of my home. I didn't even notice the pollen until processing.

I took this because I liked the coloration and the veins. I got a surprise, I guess.

La Panther n'a pas de bouchon de radiateur... c'est seulement une déco de "Cheetah Voronoi Wireframe", sculpture d'art imprimée en 3D conçue par FORMBYTE. Merci Papilli pour ton aide !

La Panther Kallista est une automobile de loisir du constructeur automobile britannique Panther Westwinds.

La 13e traversée de Paris estivale de "Vincennes en anciennes" a quand même eu lieu avec un mois de retard pour cause de Covid-19 mais moins de participants ...mais avec plus d'humour comme pour défier le virus !

 

The solitary wiry resident stood out as an experienced survivor approaching the end of its days. Its surface and profile could not be ignored against it's nearby neighbors.

A virtual art installation.

 

Generated with Blender 2.74 using the Cycles rendering engine.

 

Focal length = 20.0mm

Exxess: Coral Hairstyle

Via Fulo: Alma Top & Skirt @DUBAI

OOPS: Voronoi Bangles @DUBAI

 

K&S: Unavailable Pose @DUBAI

   

This is the Geometry Nodes part of my next Blender creation: an audio-visualiser.

 

Result here: www.flickr.com/photos/125389789@N04/52670117087

 

In the Node Tree above, to the left you can see a Voronoi texture. Keyframe the W value at frame 1, then bake your music to the F-curve in the Graph Editor (and don't forget to add your audio file in the Video section).

 

The F-curve on which your music is baked will then animate the Z scale value of the curve line instances and the X and Y scale values of the disk (or flattened cylinder) instance in line with the baked music on the F-curve.

  

Should anyone wish to have a go at this:

 

For the modeling:

- add a UV sphere

- make a loopcut near the top, delete what is inside and extrude the edges of where you made a loopcut on the Z-axis. Then connect the top with a new face ("F" key on keyboard).

- add a subsurf modifier (this will deform the extruded section, so add a few loopcuts there and drag them up).

- Subsequently, "UV Unwrap Spherical"

 

For the shader:

 

1) ornament:

Here you can use whatever drawing you want as an ornament eg a snowflake (make sure that in the picture you use, the ornament is black and the background is white - you can control the colours with the ColorRamp later on - and only use CC0 textures or draw them yourself). Use the "UV out" to connect to the Mapping node. With the Mapping node here you can change the scale of your ornament and move your ornament up and down along the Y-axis until it fits nicely on your Christmas ball.

 

2) speckle:

This uses a Voronoi texture node to create a speckle. Scale it up to a high value to create dense speckles.

 

3) switch

This is an invert node that allows you to choose what you speckle: the snowflake (set Fac to 1) or the Christmas ball itself (set Fac to 0)

 

4) Relief

This uses a Mix RGB node set to Multiply, and a Bump node. You can change the values of both to control the relief

 

5) Colours

With this Colorramp you can set the colour for the Christmas ball and for the ornament (snowflake)

 

6) Principled BSDF

Play around with values for Metallic, Specular and Roughness.

 

NOTE:

to create an Emboss effect, discard the invert node (labelled "switch") and instead connect the "color out" of the snowflake directly to the Color1 in of the Mix RGB Multiply node in the "Relief" section.

 

It is amazing how dragonflies independently control the angle and speed of each wing to attain the swiftness and agility to hunt and catch other flying insects. They eat copious amounts of mosquitoes, flies, and midges. Older than dinosaurs, their polymer chitin mosaic wing structure has remained optimal and relatively unchanged over 300 million years. The intricate structure of dragonfly wings provides stiffness for support as well as flexibility to generate high aerodynamic lift while minimizing wing stress concentration.

Tropical Adventures - Day 3

 

Location: Vixen's Creative Studios

Photographer & Model: Michaela Vixen (VampBait69)

Set Design & Creation: Michaela Vixen (VampBait69)

 

Vixen's Log - More Info & Credits Here

Should anyone wish to have a go at creating the effect I used to create the "beam me up" effect in my previous animation, the above shows how to set it up .

 

1) the Node Editor (materials) for the orb and (don't forget to set settings to Alpha Blend instead of Opaque, else the transparency won't work).

 

2) the Graph Editor for the Y-value of the mapping of the Voronoi Texture (make sure this mapping node is selected before you go to the Graph Editor, else you won't find the Y-value keyframe in there).

 

The annotations in the Node Editor screen capture explain which values you have to keyframe in the timeline. The Node And Graph Editor are easy enough to set up, it's the keyframing that takes some time. When you slide the values I indicated that have to be keyframed, you will see what happens in object mode and you can then insert your keyframes where you want them.

 

If you are only just starting out with Blender, it can look at bit daunting. I started three months ago, I had no idea what the camera was or where to find it, spent some time figuring out how to get rid of the default cube, I struggled splitting up the windows and joining them again. I made a habit of saving my progress on a project under a new name every 10 mins so that if I messed up the windows I could go back to the previous file). The first youtube tutorial I tried to follow was only 30 minutes long and it took me almost a day to work my way through it.

 

In short: it may look pretty incomprehensible at first, but with every youtube tutorial you watch, you learn new things, and after a while you begin to get the hang of things.

Kokorotayori

 

Location: Vixen's Creative Studios

Photographer & Model: Michaela Vixen (VampBait69)

Set Design & Creation: Michaela Vixen (VampBait69)

 

Vixen's Log - More Info & Credits Here

Dragonflies are energetic flyers, catching and eating prey on the wing. This one, on a high perch, was warming in the morning sun, almost posing for a photograph. It is amazing how dragonflies independently control the angle and speed of each wing to attain the swiftness and agility to hunt and catch other flying insects. They eat copious amounts of mosquitoes, flies, and midges. Older than dinosaurs, their polymer chitin mosaic wing structure has remained optimal and relatively unchanged over 300 million years. The intricate structure of dragonfly wings provides stiffness for support as well as flexibility to generate high aerodynamic lift while minimizing concentrated areas of wing stress.

Modeled in Blender 2.79 and rendered using the LuxCoreRender 1.7 render engine.

It seems like steel grains (carbon in iron). In reality are oil drops in soap water.

This week´s theme was for me the perfect chance to take this challenge, always postponed. Please check: URL

Macromondays theme: "In between".

(IMG_6876)

Gráfica siguiendo el modelo matemático de Vóronoi/Delaunay

OLYMPUS DIGITAL CAMERA

I wanted to create the "energise" animation of Star Trek TOS (the original series), but could not find any tutorial about this particular effect, so I had to figure it out myself. Took me a while, but I'm quite pleased with the result.

 

I use a Voronoi texture (settings to make a polka dot) with a black and white "colorramp" as mask for the alpha channel, to create the white dots. By setting a (single) keyframe on the Y in the mapping node for the Voronoi texture, you can then go to the Graph editor, follow down the node tree there until you find this keyframe, and add an additive generator to automatically make the Y-axis value increase with a certain amount. This way you can easily animate the white dots.

 

You need another colorramp to control the color of your object, and a third one to switch between the color of your object and white.

 

For a "tutorial" about how I made this effect, click here

 

For the room I got my inspiration here

 

Note: I am making this stuff with Adobe Dimensions into which I import 3D models from a portal that is named after my very own heart - Thingiverse! www.thingiverse.com

Collage and transfered drawing

Near the baggage claim area in Terminal C of the Boston Logan International Airport, Boston, MA

played around with w:blut's great half edge mesh code:

 

www.wblut.com/2009/05/04/snippets-ii/

voronoi nose triggered by audio signal + effected clip of video static = ambient video

 

an expressive piece generated in maxMSP + jitter, composited in FCPX

Near the baggage claim area in Terminal C of the Boston Logan International Airport, Boston, MA

An example of Voronoi cells in nature at the severely depleted Sutton Reservoir, Macclesfield, Cheshire

Last of the voronoi drawings. These will be in a show at the Windup Space opening March 10th.

 

Not sure yet whether the overlays will stay or not on this one.

Deceptive Oriental Charm

 

Photographer: Michaela Vixen (VampBait69)

Set Design & Creation: Michaela Vixen

Location: Vixen Creative Studios

 

Vixen's Log - More Info & Credits Here

Reflet sur la façade du Parlement francophone bruxellois

Rue du Lombard, 77, Bruxelles, Belgique

Architecte: Skope

 

Reflection on the facade of the Parlement francophone bruxellois

Lombard Street, 77, Brussels, Belgium

Architect: Skope

A gate to a former church near Newborough, Staffordshire. Here given a "stained glass" effect using 5,000 Voronoi cells under the so-called Manhattan metric. Achieved using s/w I wrote myself in Intel Pentium code.

Chilito CTM!

Atrás del Scheune, Dresden, Alemania.

scatter-plotted by random pen drops.

 

folded from hand-made abaca paper.

 

on display last weekend at UDLA, Santiago, Chile.

Processed in Affinity Photo, using Voronoi effect

 

CC Rainbow: Orange

A Voronoi diagram is a division of a space determined by distances to a specified set of points. It is the mathematical construct that determines bubbles, cellular growth and most other "packing" models of fluid substances. Each entity (bubble, cell, etc.) is marked by a point, and the space is constructed around that point such that it tries to balance the divides between the points.

 

This is Step Three: Bisecting each connector at its halfway point... then using those points to form discrete "cells." There seem to only be two rules: A) No angle can be drawn greater than 180˚, and B) Only one Marker can be in each cell. These rules fall out of the math that governs this naturally occurring pattern.

 

(Map of Wisconsin used for points)

Corrupt Containment

 

Photographer: Michaela Vixen (VampBait69)

Set Design & Creation: Michaela Vixen

Location: Vixen Creative Studios

 

Vixen's Log - More Info & Credits Here

Corrupt Containment

 

Photographer: Michaela Vixen (VampBait69)

Set Design & Creation: Michaela Vixen

Location: Vixen Creative Studios

 

Vixen's Log - More Info & Credits Here

Corrupt Containment

 

Photographer: Michaela Vixen (VampBait69)

Set Design & Creation: Michaela Vixen

Location: Vixen Creative Studios

 

Vixen's Log - More Info & Credits Here

Voronoi tessellation, designed and folded by Nicolás Gajardo Henríquez. This one looks like a picture in perspective but, actually it isn't. Voronoi's Diagram was a focus in my exploration of irregular tessellation years ago, and is the start point on my peacock design.

 

You can see more details on my INSTAGRAM account @nicolasgajardohenriquez

Corrupt Containment

 

Photographer: Michaela Vixen (VampBait69)

Set Design & Creation: Michaela Vixen

Location: Vixen Creative Studios

 

Vixen's Log - More Info & Credits Here

played around with w:blut's great half edge mesh code:

 

www.wblut.com/2009/05/04/snippets-ii/

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