Notre Dame Cathedral http://vispo.com/dbcinema/notredame
this series of 54 images (as usual, 1280x1024--that's my monitor's res) uses images from a google image search of "notre dame cathedral". this series is more represenentational than the previous ones. the brush is still a long rectangle, but it's a bit thicker. and the 'delaytime', the amount of time it takes to use another image, is a bit greater, so it lingers over each image of notre dame cathedral a bit more than it lingered over the images in the previous (abstract) series. the image sampling is a bit greater both in duration and area. it's interesting to work with architectural photos in dbCinema. if configured appropriately, you get imaginary architectures out of it. at this point in the development of dbCinema, there was only one type of brush: the 'Vector' brush. and there was only one 'nib' for the brush: a retangle that's configurable in length, width, opacity, and rotation speed. a brush is a mask. in the photoshop sense. a mask is a greyscale image through which we see other images. and the greyscale of the mask establishes alpha or opacity levels of what we see through the mask. where the mask is black, the image we see through the mask is totally opaque. where the mask is grey, the image we see through the mask is somewhat transparent. in dbCinema, the outline of the 'Vector' brush is a vector image. the fill of the mask can be solid or a gradient or no fill at all. playing with opacity is important in generative art if you want to do something other than the usual. in dbCinema, masks can have variable opacity and also dynamic opacity. there were only a couple of 'geometries' at this point, also. in dbCinema, a brush's geometry is the path the brush follows around the screen. i'd been surfing the net for exotic curves. my friend marko niemi the finnish poet programmer and fellow hockey fan pointed out the equation of what i ended up referring to as the 'rose' geometry: x=Xradius * cos(Xk1 * CurrentTheta) * cos(Xk2 * CurrentTheta) y=Yradius * cos(Yk3 * CurrentTheta) * sin(Yk4 * CurrentTheta) this sort of exotic curve is great for use in apps where you're moving something around a screen. cuz it stays on the screen, for one thing. and the motion can be quite complex, like a hand scrawl, or it can be very orderly, as in a three-petalled ovoid. Xradius is the radius of the thing measured from the center of the screen to the horizontal edge of the geometry. Yradius is similar only in the Y direction. so adjusting these two constants lets you determine how much of the screen the 'drawing' occupies. these stay fixed unless the user adjusts them. CurrentTheta is the variable. this gets incremented each frame of the movie. the greater the increment, the faster and farther the brush moves. Xk1, Xk2, Xk3, and Xk4 are all constants. small adjustments in these can make for large variations in the look of the resulting figure. ja http://vispo.com _______________________________________________ NetBehaviour mailing list [email protected] http://www.netbehaviour.org/mailman/listinfo/netbehaviour
