Structure Synth/ Eisenscript

StructureSynth implemented as a c# plugin that provides geometry information. rendering in vvvv.

(note to myself: learn c#)

hmm, link is dead. please give us some more information. picture looks interessting!

Link works for me, looks interesting…

Picures looks like rendered through Sunflow/
Structuresynth must have a sunflow exproter i guess :)

it’s rendered by sunflower, i found the very same pic on flickr. looks nice btw :-) i like this style. i wonder, though, if we get ambient occlusion in realtime :D

jep, now it works for me. don’t know what was up - maybe my provider sucks ;) … yeah, SS uses Sunflow as far as I know.

SS is amazing! i use it and the idea to have as a plug-in in vvvv is wwonderfull!

SS have a sunflow exporter and also for Pov-ray, and now there is also a script to import the creation in blender.

if someone expert in c could have a look in detail could be great

  • i wonder, though, if we get ambient occlusion in realtime

tried to implement iñigo quilez’ aproach as a shader (multiple passes) together with a friend. framerate should be ok now with high end graphic cards but the technique is not easy to implement, so we’re not there yet. anyone had some success with AO?

and for the sample above: i didn’t use it for the beautiful sunflow rendering but for the amazing result you get with some lines of code. (click on the image to see the code on flickr)

Had a look at their code, and it’s very well coded.

From the fact to make a plugin, that would make a big number of output nodes tho, but still seems doable.

The best way woulde seem to be to Create a custom StructureSynth renderer which creates the spreads insteead of writing to the screen.

After need to see if the beast way is to build the engine as a dll and call if from c# via PInvoke, or translating the engine in c# (which seems much bigger job, and harder to keep up to date).

rrrr maybe the AO techniques outlined in the recently mentioned GPU gems book are a (more) viable approach? they seem to run for games, so that would mean realtime, right?
damn i know too little about shaders…

yeah the code seems simple, although a bit strange to my (unschooled) eye. for example, their implementation of randomness is a bit “interesting”:

"Adding some randomness

Now, in order to things interesting, we will probably want to
create something less static - by adding some randomness. In Structure Synth this is achieved by creating multiple definitions for the same rule…"

Tone burst has been doing some fake AO, haven’t had a chance to try it in vvvv yet though…

for Ambient Occlusion please move over there.