Showing posts with label gears. Show all posts
Showing posts with label gears. Show all posts

Monday, December 28, 2009

Turn the crank

This is a small offshoot of a project I'm working on: a distraction which turned out to be quite nice on its own.

untitled [mecha-noir]

Tuesday, February 24, 2009

Enough already

Arrgh, brain, will you stop generating this kind of stuff already. What's up with that?

untitled [emotional roller coaster]

Tuesday, February 10, 2009

Now in full lurid color

I've added the color back to the black-and-white-ized version of this one. I think it ended up with only one layer ultimately being the same as the fractal I'd started with. I still can't decide whether it's any good or not, but it will have to do for now.

Clockwork Heart (in color!)



I still might turn the greyscale version into a printing plate. So much to do this week!

Friday, February 6, 2009

Reversion to type

It's another heart. But to prove I'm still me, it has gears in.

Clockwork Heart



The basic form was from a fairly old parameter set, which was in color, but which had never quite worked. I tried making it greyscale and tweaking it a bunch, adjusting contrast and adding the gears, and now I think maybe it does work after all. And because I'm still in photo-etching mode, I'm wondering if maybe I should try this one as a plate. There's too much detail for it to be as small a plate as my previous ones, so I may have to be brave and sacrifice a big chunk of copper on the experiment.

Sunday, August 3, 2008

It would have worked with a glass spring

I've just been re-reading Terry Pratchett's Thief of Time, so I suppose it was inevitable that I would make a picture based on this passage:

The glass clock ticked. It stood in the middle of the workshop's wooden floor, giving off a silvery light. . . Within the transparent case red and blue lights twinkled like stars. The air smelled of acid.

Now his point of view dived into the thing, the crystalline thing, plunging down through the layers of glass and quartz. They rose past him, their smoothness becoming walls hundreds of miles high, and still he fell between slabs that were becoming rough, grainy. . .

. . .full of holes. The blue and red lights were here too, pouring past him.

The Glass Clock of Bad Schüschein



This has, among other things, four layers of gears, three layers making up the bright spectrum lines (which mostly look white at small sizes), and two layers for the red and blue lights. The red and blue dots are arranged in hypocycloid and epicycloid patterns, respectively, each with three hundred and sixty dots making twelve loops. Just to be even more obsessively mathematical about it than I already am. (Possibly it should have been 365 dots, to make a year. I could try that, and re-render it. It would mean the spirograph patterns would lose their symmetry, but that might in fact be an advantage.)

There's a lot of messy detail in this one; it's arguably too busy. It looks lousy in this small version, okay at screen-size, and would probably be pretty good printed.

Tuesday, July 29, 2008

More gears

After this, I really should put the gears away for a bit, and try something else for a change. But I couldn't pass up the overlapping stacked-up effect on this one.

Aleph-17 Jewel Movement



The jewels don't show very well on a screen-sized render, but at print resolution they're very shiny and detailed: an excellent example of detail at many scales.

[jewel detail]



Can fractals be steampunk? I suppose they're quite anachronistic, but then so are robots. So they probably can.

Monday, July 28, 2008

Clockwork orange brown

Here's the more complicated image I was working on yesterday. I messed with it a bunch today, as well, and I think maybe now it's done.

Keeping Time

Keeping Time

I'm all pleased with myself, because I've figured out how to make the gear shapes using a single layer of orbit traps, instead of two layers. The teeth used to be one, and the center ring or disc used to be another, but now I've got them all crammed into one unit. This isn't even anything to do with UF5; I could have been doing it in UF3, but until now I hadn't learned how the Multiple Traps thing works. Now I've given it a concerted effort, and I know more than I did. It's somewhat fiddly, but it makes the coloring of the gears a lot easier, and avoids certain annoying discontinuities.

Thursday, October 4, 2007

Grid system

This one is more geometric and less organic than my usual. It's sort of along the same lines as the thing I just finished in my sculpture class.

Factory Floor



General Tent Julia, eight layers plus one mask.

Friday, September 7, 2007

Run through the mangle

I wish these calculations had been performed by steam.
— Charles Babbage


I'm back to my ongoing theme of gears and machinery. And I'm also back to my ongoing theme of refraction spectra. Appropriately enough, I spent most of today being processed through bureaucratic machinery (grind grind crank crank arrgh), but ended up with a more-or-less positive result. Sometimes I feel that my imagery is altogether too simple and obvious.

Calculation by Steam



Frame-Robert formula. Nine layers, two of them masked.

Sunday, August 26, 2007

Sidetracked by the mechanical

I spent all day among printing presses again, and have no new fractals, so here's another old-ish image from the series I did with the gears.

The Machine Stops



Frame-Robert formula, eleven layers.

Wednesday, August 15, 2007

Machinery

I spent a lot of time today looking at beautiful old printing presses, many different kinds. The next step is figuring out how and where to have some proper workshop space, so I'll have a place to put such a thing.

Man, I'm a big sucker for gears. Here is an old-ish, vaguely mechanical fractal.

Sepia Machinery



IFS-Barnsley, ten layers.