"Pathways" by Robert W. McGregor - ranked 23rd
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 This work features multiple layers of non-periodic tube patterns with tiny spheres scattered throughout.
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Long Description

This work features multiple layers of non-periodic tube patterns with tiny spheres attached to the tubes throughout. The variety of colors adds excitement to the work while the deep shadows provide a sense of the mysterious.

This image was inspired by a SIGGRAPH paper that I read a while back about the use of non-periodic tiling patterns in 3d imaging.

Making Of

### Making Pathways

#### Composition

The main idea for this piece was to allow POVRay to generate the scene composition based on a few simple rules by using non-periodic tiling of cubes containing two 90 degree slices of a torus. In a macro I set up an XY grid of these cubes, each rotated randomly either 0 or 90 degrees on the Z-axis. This simple trick (derived from work by a 17th-century Dominican monk named Sebastian Truchet) yields an intricate pattern of infinitely non-repeating, non-intersecting tubes.

For some additional eye candy, a sphere is placed on the surface of each torus section within each cube in the cube array, and these spheres are randomly rotated along the torus surface to give a more natural flow to the overall composition.

#### Shapes

The tubes are made of two 90-degree torus slices, with one end of each sliced torus "elbow" touching the center of a different cube face (the cubes themselves are invisible), like this:

``` #declare Cube = box { -0.5, 0.5 pigment { rgb 0.25 transmit 0.75} finish { Shiny }} #declare Slice = difference { torus { 0.5, 0.05 } object { Cube scale x*1.5 translate z*0.5 } object { Cube scale z*1.5 translate x*0.5 } } #declare Tile = union { //object { Cube } object { Slice translate x*0.5 translate z*0.5 rotate z*90 rotate -y*90 } object { Slice translate x*0.5 translate z*0.5 rotate z*90 rotate y*90 rotate x*180 } } ```

#### Materials

The background plane is textured using an abstract and very colorful image map pigment with an averaged granite normal.

For the tubes I also used an averaged normal. I used the background image map as a bump map and averaged this with two unique layers of granite, each having a diferent bump size and scale, and a pseudo-fractalized normal_map for a hammered effect, like this:

``` #declare N_Hammered = normal { bozo normal_map { [0.00 dents 0.05 scale 0.01] [0.15 dents 0.05 scale 0.001] [0.3 dents 300 scale 0.0005] [0.45 dents 0.02 scale 0.01] [0.5 bumps 0.07 scale 0.01] [1.0 dents 0.05 scale 0.005] } } #declare N_Tubes = normal { bump_map { png "ImageMap.png" map_type 1 interpolate 2 bump_size 0.5 } } normal { average normal_map { [ 1.5 N_Tubes ] [ 0.1 granite 0.5 scale 0.2 ] [ 0.1 granite 0.75 scale 0.12 ] [ 0.5 N_Hammered scale 2 ] } } ```

For the tube pigment I again used the background image map. This reuse of the image map as both normal and pigment throughout the scene really ties everything together into a cohesive whole. The spheres use a similar texture.

The final touch is my use of the golden ratio for the image size, giving the overall composition a pleasing sense of classical proportion. The deep shadows cast from the multiple layers of tubes onto the background plane add a sense of mystery to their intricate, colorful, and delicately pleasing geometries.

Tools Used

Povray 3.6 for Windows;
Photoshop to create the abstract, colorful image used for bump mapped normals and image mapped pigments.

Supplied Files

None

Detail Images

Detail 1: 1275x1020 @ 0,162

Detail 2: 1400x1100 @ 88,341