If you follow this blog you’ll know I’ve been obsessed with 3D ribbons for a while now. I ported my AS ribbon code to Processing and I’m very happy with how it turned out. It’s refreshing to not have to worry about frame rates, since processing’s 3D performance is so good
Here’s the processing sketch and source code. You will need a fast machine with OpenGL support to run the sketch – basically don’t blame me if it crashes your browser ;).
[UPDATE – it seems OpenGL sketches don’t like to run off the web. I uploaded a P3D version here that should be more compatible. Since it’s not using additive blending you get a strange pink color instead of the nice glowy white…]
Untitled from felixturner on Vimeo.
It would be nice to get some realtime glow/blur in here to smooth things out a bit. I think this library may do the trick but it could take me a while to figure it out.
Hi Felix, I’m experimenting too on 3d ribbons lately and I’m quite disappointed by the lack of smooth on the curves shapes. I tried your experiment with OpenGL and smooth and I see the same problem. Isn’t it annoying for you?
Hey,
Thanks for posting your source. I’ve just started mucking about with processing trying to make some procedurally generated art. I’m going to have a great time playing with these ribbons and seeing what I can get them to do. Good work.
Cheers
Interesting finding out that using QUAD_STRIP as shape results in slower performance, I was expecting the contrary 🙂
I’m doing a bit of confusion I tried to optimize your code using QUAD_STRIP because I thought in Quad3D you didn’t use it :S Ok, I’ve to understand better why you do that 😉
Beautiful!!! so much
alternativaplatform.com/ – checkout this 3d engine, these russian guys have fantastic results =)
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Hi Felix,
Nice work !
I tried to see the processing sketch and source code, but the link doesn’t seem to work.
Can you send me the processing sketch and source code?
Thanks
Fawaz
I too would like to check out your code, the glow of the “ribbons” is interesting, wondering how you did that.