In that I'll spend tomorrow getting this stuff ready to present. Just when things were finally clicking, and I was starting to get to the level of emergence I wanted...
Cityscapes, landscapes, and inhabitants, combined with a sea level. Citys and creatures react to terrain, and quite a bit is left to chance (rand()) to start out with, but such sources can be attached to data streams, including each other.

Here we see a city with creatures lazily wandering about. There are several structural similarities between the "cities" and the creatures. They share a similar genetic structure, which informs both the cities' and creatures internal movements (you really need to see this in motion).

Here was an experiment with outlining...even if it didn't have the artifacting I probably wouldn't use it...while I understand those who call for texture and detail, if only for orientation, quite a bit of my journey has involved uncovering the meaning of distance and scale in these spaces. Even now the I find the ambiguity of scale compelling. All of the complex forms are basically shadows, given volume by a combined of 3D math and stereoptic input. The fog simultaneously hides the extent of the forms while revealing the depth of the shapes.

I continue to work to make the forms in this space more "alive" (I have and will continue to use the term "animism"). Even giving the creatures and cities internal L-Structures and allowing them to conform to the arbitrary terrain has given quite a bit of coherency and spark to the environment, but quite a bit more should be done.
P.S. Plowing through "Invisible Cities". A crime I did not read it earlier, although I'm glad I'm reading it now. It would have been different three months or even a week ago.
Todd, I'm impressed. This material is shaping up to be really beautiful. I would love to see you create some large format prints of these images. I would be honored if you'd let me check it out on the HMD. The gray scale tonality of these images is reminiscent of charcoal rendering. It's wonderful to scroll down the page and see the progress in the procedural imagery. Again, great job!
Posted by: SEDinehart
at April 4, 2005 12:34 PM
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