feat: some shit
This commit is contained in:
@@ -5,7 +5,19 @@ headerImg: "images/Render.png"
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comments: true
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---
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Die Inspiration diesen Render zu machen kam von einem Bild was 2013 auf dem Weg nach Italien entstanden ist.
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<ImageGallery client:load/>
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<Image
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loading="eager"
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src={ValleyView}
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alt="ValleyView"
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/>
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import Image from "@components/Image.astro";
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import ImageGallery from "@components/ImageGallery.svelte";
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import ValleyView from "./images/Render.png";
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import DSC_1601 from "./images/DSC_1601.jpg";
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import Unbenannt1 from "./images/Unbenannt-1.jpg";
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@@ -13,15 +25,8 @@ import Render4 from "./images/Render4.png";
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import UntitledPng from "./images/untitled1-1.png"
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import Render6 from "./images/Render6.png";
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<Image
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src={ValleyView}
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alt="ValleyView"
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/>
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Die Inspiration diesen Render zu machen kam von einem Bild was 2013 auf dem Weg nach Italien entstanden ist.
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<Image
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loading="eager"
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src={DSC_1601}
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alt="DSC_1601"
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/>
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@@ -1,9 +1,13 @@
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---
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title: "Random Renders NO°2"
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date: 2023-05-11
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headerImg: "images/render_05.png"
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headerImg: "images/palma.png"
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featured: true
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comments: true
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---
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Last month I felt like creating some renderings again. I also found a few old renderings that haven't ended up on my blog yet.
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import Image from "@components/Image.astro"
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import Palma from "./images/palma.png"
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import Render05 from "./images/render_05.png"
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@@ -13,7 +17,6 @@ import Cabin_new from "./images/Cabin_new.png";
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import Home from "./images/Home.png";
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import Workroom from "./images/Workroom.png";
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Last month I felt like creating some renderings again. I also found a few old renderings that haven't ended up on my blog yet.
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## Palma
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<Image src={Palma} alt="Duude" />
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@@ -1,38 +1,41 @@
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---
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title: "Random Renders NO°2"
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date: 2023-05-11
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headerImg: "images/render_05.png"
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headerImg: "images/palma.png"
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featured: true
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comments: true
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---
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Im letzten Monat hatte ich wieder Lust, einige Renderings zu erstellen. Außerdem habe ich noch ein paar alte Renderings gefunden die noch nicht auf meinem Blog gelandet sind.
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import ImageGallery from "@components/ImageGallery.svelte"
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import Image from "@components/Image.astro"
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import Palma from "./images/palma.png"
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import Render05 from "./images/render_05.png"
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import Poster_var2 from "./images/Poster_var2.jpg";
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import Cabin_old from "./images/Cabin_old.jpg";
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import Cabin_new from "./images/Cabin_new.png";
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import Home from "./images/Home.png";
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import Workroom from "./images/Workroom.png";
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Im letzten Monat hatte ich wieder Lust, einige Renderings zu erstellen. Außerdem habe ich noch ein paar alte Renderings gefunden die noch nicht auf meinem Blog gelandet sind.
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<ImageGallery client:load/>
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## Palma
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<Image
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src={Palma}
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alt="Duude"
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/>
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<Image src={Palma} alt="Duude" />
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## [Sudoku.nvim](https://github.com/jim-fx/sudoku.nvim)
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<Image
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src={Render05}
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alt="Duude"
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/>
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<Image src={Render05} alt="Duude" />
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<Image src={Poster_var2} alt="Poster_var2" />
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## Super old renders:
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<Image src={Cabin_old} alt="Cabin_old" />
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<Image src={Cabin_new} alt="Cabin_new" />
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<Image src={Home} alt="Home" />
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<Image src={Workroom} alt="Workroom" />
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@@ -1,11 +1,13 @@
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---
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title: "Wie ich mein Server-Setup komplett neu aufbaue."
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title: "Mein neues Server-Setup"
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date: 2020-06-09
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comments: true
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---
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import Image from "@components/Image.astro"
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import ServerSetup from "./images/new-server.svg"
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Dieses Thema beschäftigt mich also schon seit längerem. Und in den letzten zwei Wochen ist es mir endlich klar geworden. Dieser Blogbeitrag ist nicht als Leitfaden gedacht, sondern als Möglichkeit für mein zukünftiges Ich, die Entscheidungsprozesse meines jetzigen Ichs zu verstehen.
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> **Mein Plan ist es, die Leitfäden später als separate Beiträge zu veröffentlichen:**
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@@ -44,7 +46,7 @@ In meinem vorherigen Setup habe ich eine Mischung aus externen Diensten verwende
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## My new Setup
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<img src="./images/new-server.svg"/>
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<Image src={ServerSetup} alt="Server Setup" />
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Eine Frage, die man sich jetzt stellen könnte wäre: „Warum benutzt du Cloud und lokale Server?“ Beide haben einige Nachteile und einige Vorteile. Cloud-Server bieten schnelle Netzwerkgeschwindigkeiten und statische öffentliche IPs, aber die Speicherung großer Datenmengen ist recht teuer. Der Festplattenspeicher ist bei lokalen Servern vergleichsweise günstig. Ich habe etwa 60 € für meine 1-TB-Festplatte bezahlt, die speziell für NAS-Situationen entwickelt wurde, bei denen die Laufwerke rund um die Uhr laufen. Außerdem gefällt mir die Idee sehr gut, physischen Zugriff auf meine eigenen Daten zu haben und diese nicht einem Dritten anvertrauen zu müssen. Ein weiterer Vorteil des physischen Zugriffs auf meinen eigenen Server besteht darin, dass ich an Hardwareaspekten wie Netzwerk, Laufwerken und Kühlung herumbasteln und physische Messungen wie Raumtemperatur und Luftfeuchtigkeit vornehmen kann.
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@@ -2,6 +2,7 @@
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import { onMount } from "svelte";
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import createFishes from "./fishes/webgl-fishes";
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import { Color } from "ogl";
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import { rgbToHex } from "@helpers/colors";
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let canvasBottom: HTMLCanvasElement;
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@@ -26,20 +27,7 @@
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fishCanvasBack.resize();
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};
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// function to turn css rgb() strings to hex
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function rgbToHex(rgb: string) {
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let hex = rgb.match(/^rgb\((\d+),\s*(\d+),\s*(\d+)\)$/);
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if (!hex) return rgb;
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return (
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"#" +
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hex
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.slice(1)
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.map((x) => {
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return ("0" + parseInt(x).toString(16)).slice(-2);
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})
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.join("")
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);
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}
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let loaded = false;
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onMount(async () => {
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const background = window.getComputedStyle(document.body);
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@@ -56,6 +44,7 @@
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speed *= 0.99;
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render && fishCanvasBack.update(t, timeOffset);
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}
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loaded = true;
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});
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</script>
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@@ -69,7 +58,7 @@
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}}
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/>
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<canvas id="bottom" bind:this={canvasBottom} />
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<canvas id="bottom" bind:this={canvasBottom} class:loaded />
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<!-- <canvas id="top" bind:this={canvasTop} /> -->
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<style>
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@@ -80,6 +69,11 @@
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top: 0px;
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left: 0px;
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z-index: -1;
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opacity: 0.5;
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opacity: 0;
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transition: opacity 0.5s;
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}
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canvas.loaded {
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opacity: 0.2;
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}
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</style>
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@@ -1,7 +1,6 @@
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---
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title: "Zentralwerk_2051"
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date: 2021-01-07
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_layout: "transparent"
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links: [["PDF", "/Zentralwerk_2051.pdf"]]
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license: "CC-BY-SA:4.0"
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comments: true
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@@ -5,8 +5,11 @@ const blogCollection = defineCollection({
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title: z.string(),
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date: z.date(),
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headerImg: z.string().optional(),
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description: z.string().optional(),
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icon: z.string().optional(),
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draft: z.boolean().optional(),
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featured: z.boolean().optional(),
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tags: z.array(z.string()).optional(),
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_layout: z.enum(['normal', 'transparent']).optional(),
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})
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});
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BIN
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@@ -1,7 +1,10 @@
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---
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title: "Argenti"
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date: 2023-08-21
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icon: "/projects/argenti.png"
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draft: true
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description: "A central database for things I enjoy stored in Markdown/Redis"
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tags: ["deno", "fresh", "redis"]
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links:
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[
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["live", "https://invoice.app.max-richter.dev"],
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@@ -2,6 +2,8 @@
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title: "Invoice"
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date: 2023-08-21
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headerImg: "bg.jpg"
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icon: "/projects/invoice.svg"
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tags: ["sveltekit", "unocss", "prisma", "sqlite"]
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draft: true
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links:
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[
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10
src/content/projects/isyncrasy/index.mdx
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10
src/content/projects/isyncrasy/index.mdx
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@@ -0,0 +1,10 @@
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---
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date: 2019-06-10
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title: "Isyncrasy"
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draft: false
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icon: "/projects/isyncrasy/favicon.ico"
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description: "A small fun virtual OS build with svelte"
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tags: ["svelte", "web", "os"]
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---
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# Isyncrasy
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23
src/content/projects/plantarium/_components/Leaf.frag
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23
src/content/projects/plantarium/_components/Leaf.frag
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@@ -0,0 +1,23 @@
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precision highp float;
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precision highp int;
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uniform vec3 uBackground;
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varying vec3 vNormal;
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varying vec2 vUv;
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varying float fog;
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void main(){
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vec3 normal=normalize(vNormal);
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float lighting=dot(normal,normalize(vec3(-.3,.8,.6)));
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vec3 col = (vec3(.308*vUv.x,.712,.5)+lighting*.5)-.25;
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/* gl_FragColor.rgb=vec3(vUv.x,vUv.y,vNormal.x); */
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gl_FragColor.rgb=mix(col, uBackground,fog);
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gl_FragColor.a=1.;
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}
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49
src/content/projects/plantarium/_components/Leaf.vert
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49
src/content/projects/plantarium/_components/Leaf.vert
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@@ -0,0 +1,49 @@
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attribute vec2 uv;
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attribute vec3 position;
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// Add instanced attributes just like any attribute
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attribute vec3 offset;
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attribute vec3 random;
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attribute vec3 normal;
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uniform mat4 modelViewMatrix;
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uniform mat4 projectionMatrix;
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uniform mat4 normalMatrix;
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uniform float uTime;
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uniform float uRot;
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varying vec2 vUv;
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varying vec3 vNormal;
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varying float fog;
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void rotate2d(inout vec2 v, float a){
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mat2 m = mat2(cos(a), -sin(a), sin(a), cos(a));
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v = m * v;
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}
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void main() {
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vUv = uv;
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vNormal = normal;
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/* vNormal = normalize(normalMatrix * normal); */
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// copy position so that we can modify the instances
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vec3 pos = position;
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// scale first
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fog = (offset.z+1.0)/2.0;
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pos *= 0.4 + (1.0-fog) * 0.6;
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// rotate around y axis
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rotate2d(pos.xz, random.x * 6.28 + 1.0 * uTime * (random.y - 0.5));
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rotate2d(pos.xy, random.y * 6.28 + 1.0 * uTime * (random.y - 0.5));
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// rotate around x axis just to add some extra variation
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rotate2d(pos.zy, random.z * 0.5 * sin(uTime * random.x + random.z * 3.14));
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pos.y += sin(uRot/500.0+random.y*50.0)/5.0+(1.0-fog)*uRot;
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pos += offset;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
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}
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44
src/content/projects/plantarium/_components/Leaves.svelte
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44
src/content/projects/plantarium/_components/Leaves.svelte
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@@ -0,0 +1,44 @@
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<script lang="ts">
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import { onMount } from "svelte";
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import { createLeaves, setRotation } from "./leaves";
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let canvas: HTMLCanvasElement;
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let loaded = false;
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function handleScroll() {
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setRotation(window.scrollY / window.innerHeight);
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}
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onMount(() => {
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createLeaves({ canvas, num: 20, minZ: 0, maxZ: 1 });
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setTimeout(() => {
|
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loaded = true;
|
||||
}, 100);
|
||||
});
|
||||
</script>
|
||||
|
||||
<svelte:window on:scroll={handleScroll} />
|
||||
|
||||
<canvas bind:this={canvas} class:loaded />
|
||||
|
||||
<style>
|
||||
:global(body) {
|
||||
z-index: 1;
|
||||
}
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||||
canvas {
|
||||
width: 100vw !important;
|
||||
height: 100vh !important;
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position: fixed;
|
||||
top: 0px;
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left: 0px;
|
||||
z-index: -1;
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||||
pointer-events: none;
|
||||
opacity: 0;
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||||
transition: opacity 2s;
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||||
}
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||||
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||||
.loaded {
|
||||
opacity: 0.2;
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||||
}
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||||
</style>
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5
src/content/projects/plantarium/_components/leave.json
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5
src/content/projects/plantarium/_components/leave.json
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File diff suppressed because one or more lines are too long
88
src/content/projects/plantarium/_components/leaves.ts
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88
src/content/projects/plantarium/_components/leaves.ts
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@@ -0,0 +1,88 @@
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import { Camera, Color, Geometry, GLTFLoader, Mesh, Program, Renderer, Transform } from 'ogl';
|
||||
import { rand, randMinMax } from "./random";
|
||||
|
||||
import fragment from "./Leaf.frag";
|
||||
import vertex from "./Leaf.vert";
|
||||
import { rgbToHex } from '@helpers/colors';
|
||||
|
||||
let rotation = 0;
|
||||
|
||||
export function setRotation(r: number) {
|
||||
rotation = r;
|
||||
}
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||||
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||||
export function createLeaves({ canvas, num = 20, alpha = false, minZ = -1, maxZ = 1 }: { canvas: HTMLCanvasElement, num?: number, alpha?: boolean, minZ?: number, maxZ?: number }) {
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||||
|
||||
|
||||
const renderer = new Renderer({ dpr: 1, canvas, alpha: true });
|
||||
const gl = renderer.gl;
|
||||
|
||||
const background = window.getComputedStyle(document.body);
|
||||
const d = new Color(rgbToHex(background.backgroundColor));
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||||
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||||
const camera = new Camera(gl, { fov: 15 });
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camera.position.z = 5;
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||||
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||||
function resize() {
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renderer.setSize(window.innerWidth, window.innerHeight);
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camera.perspective({ aspect: gl.canvas.width / gl.canvas.height });
|
||||
}
|
||||
window.addEventListener('resize', resize, false);
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resize();
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||||
|
||||
const scene = new Transform();
|
||||
|
||||
const program = new Program(gl, {
|
||||
vertex,
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||||
fragment,
|
||||
cullFace: gl.NONE,
|
||||
depthTest: true,
|
||||
uniforms: {
|
||||
uTime: { value: 0 },
|
||||
uRot: { value: 0 },
|
||||
uBackground: { value: d },
|
||||
},
|
||||
});
|
||||
|
||||
let mesh: Mesh;
|
||||
loadModel();
|
||||
async function loadModel() {
|
||||
|
||||
const model = await GLTFLoader.load(gl, "/models/leaf.glb");
|
||||
|
||||
const data = model.nodes[0].children[0].geometry.attributes;
|
||||
|
||||
let offset = new Float32Array(num * 3);
|
||||
let random = new Float32Array(num * 3);
|
||||
for (let i = 0; i < num; i++) {
|
||||
offset.set([rand(8), rand(4), randMinMax(minZ, maxZ)], i * 3);
|
||||
|
||||
// unique random values are always handy for instances.
|
||||
// Here they will be used for rotation, scale and movement.
|
||||
random.set([Math.random(), Math.random(), Math.random()], i * 3);
|
||||
}
|
||||
|
||||
const geometry = new Geometry(gl, {
|
||||
...data,
|
||||
|
||||
// simply add the 'instanced' property to flag as an instanced attribute.
|
||||
// set the value as the divisor number
|
||||
offset: { instanced: 1, size: 3, data: offset },
|
||||
random: { instanced: 1, size: 3, data: random },
|
||||
});
|
||||
|
||||
mesh = new Mesh(gl, { geometry, program });
|
||||
mesh.scale.set(0.2, 0.2, 0.2)
|
||||
mesh.setParent(scene);
|
||||
}
|
||||
|
||||
requestAnimationFrame(update);
|
||||
function update(t: number) {
|
||||
requestAnimationFrame(update);
|
||||
|
||||
program.uniforms.uTime.value = t * 0.001;
|
||||
program.uniforms.uRot.value = rotation;
|
||||
renderer.render({ scene, camera });
|
||||
}
|
||||
|
||||
}
|
||||
3
src/content/projects/plantarium/_components/random.ts
Normal file
3
src/content/projects/plantarium/_components/random.ts
Normal file
@@ -0,0 +1,3 @@
|
||||
export const rand = (r = 1) => (Math.random() * 2 - 1) * r;
|
||||
|
||||
export const randMinMax = (min = 0, max = 1) => min + Math.random() * (max - min)
|
||||
BIN
src/content/projects/plantarium/images/plantarium.png
(Stored with Git LFS)
Normal file
BIN
src/content/projects/plantarium/images/plantarium.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@@ -1,7 +1,7 @@
|
||||
---
|
||||
title: "Plantarium"
|
||||
date: 2022-08-31
|
||||
headerImg: "/projects/plantarium/plantarium.png"
|
||||
headerImg: "images/plantarium.png"
|
||||
featured: true
|
||||
links: [["website", "https://plant.max-richter.com"], ["git", "https://github.com/jim-fx/plantarium"]]
|
||||
draft: true
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
---
|
||||
title: "Plantarium"
|
||||
date: 2022-08-31T20:46:26+02:00
|
||||
headerImg: "/projects/plantarium/plantarium.png"
|
||||
headerImg: "images/plantarium.png"
|
||||
featured: true
|
||||
links: [["website", "https://plant.max-richter.dev"], ["git", "https://github.com/jim-fx/plantarium"]]
|
||||
tags: ["Web", "3D", "Svelte", "Node-Systeme"]
|
||||
@@ -14,14 +14,31 @@ Plantarium ist wohl das Hobby Projekt, mit dem ich am meisten Zeit verbracht hab
|
||||
|
||||
Plantarium ist eine WebApp mit der Nutzer 3D Model von Pflanzen generieren können. Der erste Prototyp war innerhalb von zwei Wochen intensiver Arbeit fertig und sah ungefähr so aus:
|
||||
|
||||
<svelte component="image-slider" title="Prototype Design">
|
||||
<img src="./images/page01-0.jpg" alt="Stem Page"/>
|
||||
<img src="./images/page01-1.jpg" alt="Branches page"/>
|
||||
<img src="./images/page01-2.jpg" alt="Leaves page"/>
|
||||
<img src="./images/page01-3.jpg" alt="Import/Export page"/>
|
||||
<img src="./images/page01-5.jpg" alt="Design of UI Components"/>
|
||||
<img src="./images/page01-6.jpg" alt="Data flow inside app"/>
|
||||
</svelte>
|
||||
import ImageSlider from "@components/ImageSlider.svelte"
|
||||
import Leaves from "./_components/Leaves.svelte"
|
||||
import Image from "@components/Image.astro"
|
||||
import page01_0 from "./images/page01-0.jpg"
|
||||
import page01_1 from "./images/page01-1.jpg"
|
||||
import page01_2 from "./images/page01-2.jpg"
|
||||
import page01_3 from "./images/page01-3.jpg"
|
||||
import page01_5 from "./images/page01-5.jpg"
|
||||
import page01_6 from "./images/page01-6.jpg"
|
||||
import screenshot_geometry_nodes from "./images/screenshot-geometry-nodes.jpg"
|
||||
import screenshot_houdini from "./images/screenshot-houdini.jpg"
|
||||
import screenshot_unreal from "./images/screenshot-unreal.jpg"
|
||||
import screenshot_davinci from "./images/screenshot-davinci.jpg"
|
||||
|
||||
<Leaves client:load/>
|
||||
|
||||
<ImageSlider title="Erster Prototyp" client:load>
|
||||
<Image src={page01_0} alt="Stem Page"/>
|
||||
<Image src={page01_1} alt="Branches page"/>
|
||||
<Image src={page01_2} alt="Leaves page"/>
|
||||
<Image src={page01_3} alt="Import/Export page"/>
|
||||
<Image src={page01_5} alt="Design of UI Components"/>
|
||||
<Image src={page01_6} alt="Data flow inside app"/>
|
||||
</ImageSlider>
|
||||
|
||||
|
||||
Schon gar nicht schlecht, aber wie das mit Prototypen so ist gab es noch einiges zu verbessern. Also eine Kurze Historie der größten Änderungen bis heute:
|
||||
|
||||
@@ -56,13 +73,13 @@ In der Beispielgrafik haben wir zwei `input-color` nodes die jeweils eine Farbe
|
||||
Das coole ist das man dieses System sehr generisch gestalten kann und zum beispiel eine `generate-stem`, `generate-branches` oder eine `add-leaves` node programmieren kann. Aufgrund der
|
||||
|
||||
<img src="/projects/plantarium/screenshot-plantarium.png" alt="Plantariums uses nodes to create plants"/>
|
||||
|
||||
<svelte component="image-slider" title="Beispiele von Node Systemen">
|
||||
<img src="images/screenshot-geometry-nodes.jpg" alt="Blenders uses nodes to create geometry"/>
|
||||
<img src="images/screenshot-houdini.jpg" alt="Houdini uses nodes for vfx/simulations"/>
|
||||
<img src="images/screenshot-unreal.jpg" alt="Unreal uses nodes for game logic"/>
|
||||
<img src="images/screenshot-davinci.jpg" alt="Davinvi uses nodes for vfx"/>
|
||||
</svelte>
|
||||
|
||||
<ImageSlider title="Beispiele von Node Systemen" client:load>
|
||||
<Image src={screenshot_geometry_nodes} alt="Blenders uses nodes to create geometry"/>
|
||||
<Image src={screenshot_houdini} alt="Houdini uses nodes for vfx/simulations"/>
|
||||
<Image src={screenshot_unreal} alt="Unreal uses nodes for game logic"/>
|
||||
<Image src={screenshot_davinci} alt="Davinvi uses nodes for vfx"/>
|
||||
</ImageSlider>
|
||||
|
||||
### Svelte-Kit Rewrite
|
||||
|
||||
|
||||
Reference in New Issue
Block a user