# re-rendering old fractals  # gravitational wave lines

gravitation curvature lines. abstract visualization of sun fusion reactor.
(just cut through)  # realtime shading tools dev 1

starting to create new pre-render shading tool for my fractals abstract work. its still fast in Vex with 1 mil points. i am planning to convert it later to openCL for the heavy Geo lifting.

playing with the Sierpinski Gasket in houdini, coding exereise. Houdini Vex is very fast and its easy convert it from my c++ code. the fun Part, i get openGL feedback in realtime with need to code in OpenGL.

float resX = 600;
float resY = 600;
int numVert = 3;
float pi = 3.1415922653;
float rotOffset = pi / 6.0;
vector pos= {0,0,0};

float cx = (resX/2.0)*cos((2*pi/numVert) + rotOffset) + (resX /2);
float cy = (resY/2.0)*sin((2*pi/numVert) + rotOffset) + (resY /2);

int iter = chf(“iteration”);

for(int i=0; i<(iter+15); i++) { int num = int(((rand(i)*32767) % numVert) +1); float xVert = (resX/2) * cos((2*pi*num / numVert) + rotOffset) + (resX/2); float yVert = (resY/2) * sin((2*pi*num / numVert) + rotOffset) + (resY/2); cx += deltaD * (xVert – cx); cy += deltaD * (yVert – cy); if(i>15) {
pos.x = cx;
pos.y = cy;
}
}

# solar flare

i am workinmg on some tests for Sun project. i am trying to figure the concept for sunflares. still Artistic driven shapes, but i am planning more get more natural simulation going.   