Friday, May 2, 2008

Final Project Images






Project Development.2



Biomimetics: Design by Nature
























An electron micrograph reveals sharkskin’s secret to speed: tooth-like scales called dermal denticles. Water “races through the microgrooves without tumbling,” says shark researcher George Burgess, reducing friction. “It’s like a fast-moving river current versus the gurgling turbulence of a shallow stream.” The scales also discourage barnacles and algae from glomming on—an inspiration for synthetic coatings that may soon be applied to Navy ship hulls to reduce such biofouling.

What has fins like a whale, skin like a lizard, and eyes like a moth? The future of engineering.

Site Mapping



Project Development.1.2- Rhino+Scripting








Project Development.1.1



Movement of the Noise










































//noise movement
float xoff = 100;
float xincrement = 0.1;

void setup() {
size(800,500);
background(560);
frameRate(50);
smooth();
noStroke();
}
void draw()
{
fill(0, 25);
rect(120,45,width,height);
float n = noise(xoff)*(width );
xoff += xincreent;

fill(222);
rect(n,height/12,15,150);
fill(222);
rect(n,height/1.5,50,15);
fill(150);
ellipse(n,height/1,25,50);
}

void keyPressed(){
if (key=='s'){
saveFrame("project-####.jpg"); //saves the image in documents
}
}

Sin & Cos Lines


















































void setup()
{

size(1000,450);
background(0);
smooth();
strokeWeight(1);
}

void draw(){
background(45);

for(int i=0;i<150;i++){

float triscuit= sin(radians(frameCount/(i+1)))*500;
float ritz= cos(radians(frameCount*i))*500;
stroke(350,350,4,150);
line(triscuit,ritz*triscuit,25+(i*15),200);
}
}
void keyPressed(){
if (key=='s'){
saveFrame("project-####.jpg"); //saves the image in documents
}
}

Friday, February 22, 2008

Week 6


































































float x = 300;
float y = 400;
float angle1 = 0.0;
float angle2 = 0.0;
float segLength = 8;
void setup()
{
size(1000, 800);
smooth();
strokeWeight(10.0);
}
void draw()
{
background(215);
angle1 = (mouseX/float(width) - 0.7) *PI;
angle2 = (mouseY/float(height) - 0.4) *-.25*PI;

pushMatrix();
segment(x, y, angle1);
stroke(0, 200);
segment(segLength, 12, angle2);
stroke(0, 180);
segment(segLength+5, 12, angle1);
stroke(0, 160);
segment(segLength+10, 16, angle1);
stroke(0, 140);
segment(segLength+13, 20, angle1);
stroke(0, 120);
segment(segLength+20, 24, angle1);
stroke(0, 100);
segment(segLength+25, 28, angle1);
stroke(0, 80);
segment(segLength+30, 32, angle1);
stroke(0, 60);
segment(segLength+30, 36, angle1);
stroke(0, 40);
segment(segLength+30, 36, angle1);
stroke(0, 20);
segment(segLength+30, 36, angle1);
stroke(0, 40);
segment(segLength+30, 36, angle1);
stroke(0, 60);
segment(segLength+30, 36, angle1);
stroke(0, 80);
segment(segLength+30, 36, angle1);
stroke(0, 100);
segment(segLength+30, 36, angle1);
stroke(0, 120);
segment(segLength+30, 36, angle2);
stroke(0, 140);
segment(segLength+30, 36, angle2);
stroke(0, 160);
segment(segLength+30, 36, angle2);
stroke(0, 180);
segment(segLength+30, 40, angle2);
stroke(0, 200);
segment(segLength+30, 40, angle2);
stroke(0, 220);
popMatrix();
}
void segment(float x, float y, float a) {
translate(x, y);
rotate(a);
line(0, 0, segLength, 0);
}

Friday, February 15, 2008

Colors changes randomly in the triangular bottom



















int r,g,b;
float x, y;
int i=0;
void setup()
{
size(600,600);
background(0,0,0);
//center
x = width/2;
y = height/2;
i=0;
r=0;
g=0;
b=0;
frameRate(60);
smooth();
}
void draw(){
//loop through and draw a triangles
background(0,0,0);
translate(x, y);
//i++;
r=(int)random(255);
g=(int)random(255);
b=(int)random(255);
color c = color(r, g, b);
fill(c);
//rotate(i);
beginShape(POLYGON);
vertex(0, -100);
vertex(-100, 100);
vertex(100, 100);
endShape();
}