Stone Fields

Description:

This project has started from a search for a 3d-objects optimal packing algorithm over a surface, but evolved in something rather different. I love the work by Richard Long, from which this project takes its cue. The way he fills lonely landscapes with arcaic stones patterns and its eroic artistic practice, in his monumental vision, is in strong contrast with this computational approach that - ironically - allows virtual stones creation and sorting in a non phisical, mental way, a 'lazy' version, so to speak. The virtual stones created by several fractal subdivision strategies, find their proper position within the circle, with a trial and error hierarchical algorythm. A mix of attractors and scalar fields (some with Perlin noise) drives the density and size of the stones. The code is a C++ console application that outputs a OBJ 3d file.

Images:

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1 / interferences from several spherical Perlin fields
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2 / polar 2d Perlin field
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3 / fractal stones detail
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4 / field based on y dist
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5 / three attractors field
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6 / fractal stones detail
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7 / simple 1d linear polar field

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8 / simple mono attractor linear field
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9 / spherical Perlin fields interference
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10 / simple attractor exponential field
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11 / fractal stones detail