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Comments: 4
DesertFox

28.03.2024, 16:39








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Menger Sponge Level 4
Menger Sponge Level 4

            

Menger Sponge Level 4
Description: Having shown the Sierpinsky Tetrahedron i though i should show its brother the Menger Sponge as well.

Again a Bryce-ONLY model as expected.

The Menger Sponge beyond Level 3 is actually quite problematic in the art of Brycegamido.

Since it is a classical work, every Bryce artist should at some stage attempt a Level 4 Menger Sponge.

Consider this:

Level 1 = 20 cubes [a 3x3x3 array with the central 7-cross removed]

Level 2 = 400 cubes

Level 3 = 8000 cubes

Level 4 = 160,000 cubes [and over 1 GB of RAM]

Level 5 – 3,200,000 cubes [and over 20 GB of RAM].

I had built several Level 3 and Level 4 Menger Sponges using many different approaches. They all had a major disadvantage. They took a long time to make. The Level 4 ones took many days to build. That was because of the Multi-Replicate operations which become slower and slower. Also using mesh objects is even worse and instances don’t work properly. So eventually i decided that a solution could only be found by using ONLY Native Bryce Cubes.

The Menger Sponge you see here took less than 4 hours to build.

I accomplished that by inventing a new technique which has not been published before.

The technique is very simple and can be applied to any MegaModelling and MegaScene work.

(1) We build a Level 2 Menger Sponge out of cubes which takes no time. Then we flatten it [remove all nested groups]. We end up with 400 cubes which we make into one group and then change the display to bounding box.

(2) Create a new cube and call it MSL3 1. Copy the Matrix of our Level 2 Menger Sponge and paste it into MSL3 1. Then move MSL3 1 away somewhere.

(3) Load the Level 2 Menger Sponge into the User.obp Library. Then you can delete it in your scene.

(4) Create a new Large Level 1 Menger Sponge [using any method that suits you] starting with MSL3 1 and ending with MSL3 20. Check “Hidden” and “Locked” for all of them.

(5) From User.obp load an instance of Level 2 Menger Sponge. Select MSL3 1 by name [you can’t click on it] and copy matrix, then select Level 2 Menger Sponge and paste matrix. From User.obp load another instance of Level 2 Menger Sponge. Select MSL3 2 by name and do the copy and paste matrix as before. Repeat this process for the other 18. You will find that loading the 20 placeholders is very fast.

(6) Next save the file and get rid of the placeholders. Flatten all the 20 Level 2 Menger Sponges in one go. You will end up with 8000 cubes. Group them and convert to bounding box display.

(7) Create a cube and call it MSL4 1. Copy the Matrix of our Level 3 Menger Sponge and paste it into MSL4 1. Then move MSL4 1 away somewhere.

(8) Load the Level 3 Menger Spange into the User.obp Library. Then you can delete it in your scene.

(9) Create a new Large Level 1 Menger Sponge [using any method that suits you] starting with MSL4 1 and ending with MSL4 20. Check “Hidden” and “Locked” for all of them.

(10) From User.obp load an instance of Level 3 Menger Sponge. Will take a little longer to load but you will not have to wait hours. Select MSL4 1 by name [you can’t click on it] and copy matrix, then select Level 3 Menger Sponge and paste matrix. This is near instantaneous and requires no fiddling about [even though you are now playing with MegaObjects]. From User.obp load another instance of Level 3 Menger Sponge. Select MSL4 2 by name and do the copy and paste matrix as before. Repeat this process for the other 18.

You will find that loading the 20 placeholders takes perhaps an hour or even less if you have a fast computer – that beats having to wait 3 days or more!

Flattening 20 groups now into a single 160,000 cube group is not necessary. It takes a very long time if you wanted to do that. You can now delete the 20 placeholder cubes.

You now have a Level 4 Menger Sponge. You will notice it takes quite a long time to save but it loads quickly.

A note of caution. Make sure you select the material you want to use when you begin the project. Don’t change material later on 160,000 cubes and expect this to work. The computer most likely will run out of memory.
Added by: KinemagiK
Keywords:  
Date: 04.22.2013 13:46
Hits: 4191
Downloads: 78
Rating: 5.00 (1 Vote(s))
File size: 485.9 KB
Previous image: Working on The Bryce Dragon



Author: Comment:
electro-elvis
Member

Join Date: 12.11.2010
Comments: 247
-

Thank you for your detailled information. There are so many possibilities hidden in Bryce. It is a pity, that I have not the time, to trace all of them.
04.28.2013 08:53 Offline electro-elvis
Horo
Admin

Join Date: 05.26.2004
Comments: 4721
-

This shows again if someone is really dedicated, almost anything can be made in Bryce. Great method you've described, need to repeat that once.
04.28.2013 09:16 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/
KinemagiK
Member

Join Date: 07.07.2012
Comments: 29
I don't have the time either

I estimate we would need more than 1000 years to explore Bryce 7.1 alone.

Thank God there will not be another development cycle.

Stock up on old computers and operating systems so that you can run Bryce for decades to come.
04.28.2013 13:28 Offline KinemagiK pbudarick at adam.com.au


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