Blender: Fractal modeling test with Structure Synth 1

The curl tail was crafted by Structure Synth. The code is below the image.

Default1_remove-faceverts1

// —— Camera settings.
set translation [0 -0.367113 -20]
set rotation 1
set pivot [0 0 0]
set scale 0.408795

// —— The actual EisenScript
set background #fff
set maxdepth 400

r0

rule r0 {
3 * { rz 120 } R1
3 * { rz 120 } R2
}

rule R1 {
{ x 1.3 rx 1.57 rz 6 ry 3 s 0.99 hue 0.4 sat 0.99 } R1
{ s 4 } sphere::shiny
}

rule R2 {
{ x -1.3 rz 6 ry 3 s 0.99 hue 0.4 sat 0.99 } R2
{ s 4 } sphere
}

// —– Settings for internal raytracer

set raytracer::shadows false

// the number of samples controls the quality
// ‘6’ means 6×6 samples per pixels, and is the default.
set raytracer::samples 6

// dof is depth-of-field.
// Use ‘Edit | Show 3D Object Information’ to find the correct plane
// comment the line below to disable this.
set raytracer::dof 2

// Set materials either globally,
// or for a selected tag (e.g. ‘shiny’)
set raytracer::shiny::reflection 0.3
set raytracer::phong 3

 

The meshes were stacked along with a circle curve, turning a pot.

Default1_remove-faceverts3_curve-stack2_circle1

 

 

they stacks along with a spiral curve. Looks a centipede.

Default1_remove-faceverts3_curve-stack3_spiral1

 

 

Applied dupli-face on a sphere. It’s nice because the tails looks get entangled intricately.

Default1_remove-faceverts2_dupli-face1

 

 

I found that how to select specific vertices is the key to post processing of fractal meshes. I select tips of the tails. It became a tropical tree.

Default1_remove-faceverts5_hair1_weight-paint

 

 

Selecting patch faces, I change material them. It might come from another dimension of the universe.

Default1_remove-faceverts5_hair2_vertex-group1

 

  1. 963994 0.0575931 -0.259613 0.0514549 0.917418 0.394584 0.260899 -0.393735 0.881422
  2. 23,0.07
  3. 5,0.6,0.2

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