This week Ben and Ian continue their discussion about things that influence them and have a spin-off conversation about movies. Should children’s films be just for kids or are they served better when everybody can enjoy them on some level?
This week Ben and Ian discuss the phenomenon known as Matrixing.
Matrixing or pareidolia is the experience of seeing meaningful patterns or connections in random or meaningless data. Matrixing frequently occures in the paranormal field.
Seeing non-existent images or patterns in video recordings or photographs, Usually from noise or artifacts.
Audio Matrixing
Hearing non-existent noises, or voices from an audio source, such as tape recordings radio players, or phones. EVP and Backmasking are common examples.
Text Matrixing
Seeing non-existent patterns or words in text, such as books, passages from bibles, or letters.
Number Matrixing
Seeing non-existent patterns in numbers. Gambling for example, people can see patterns in the occurrence of numbers in lotteries, roulette wheels, and even cards. Seeing profound patterns in stock markets and other statistics. Numerology is also a popular form of number matrixing.
Event Matrixing
Seeing non-existent patterns in events throughout a person’s life or through history, often times giving rise to political conspiracy theories or doomsday prophecies. Synchronicity or coincidence is also common.
Object Matrixing
Finding non-existent patterns or profound meanings in physical objects, such as religious manifestations, where people often find the faces of religious figures in pieces of toast, the grain of cut wood, in statues, walls, and event art. Divination is also common, where people attempt to foretell the future, present, or past by finding patterns in animal entrails, tossed sticks, or stones.
A 24-hour comic is a 24-page comic book written, drawn, and completed in 24 hours. Scott McCloud originally came up with the challenge for himself and Stephen R. Bissette as a creative exercise. McCloud drew the first 24-hour comic to prove it could be done on August 31, 1990, and Bissette did his on September 5.
Rules
It must be begun and completed within 24 consecutive hours. Only one person may be directly involved in its creation, and it must span 24 pages, or (if an infinite canvas format webcomic is being made) 100 panels.
The creator may gather research materials and drawing tools beforehand, but cannot plan the comic’s plot ahead of time or put anything on paper (such as designs and character sketches) until he is ready for the 24 hours to begin. Any breaks (for food, sleep, or any other purpose) are counted as part of the 24 hours.
If the cartoonist fails to finish the comic in 24 hours, there are two courses of action suggested: Stop the comic at the 24-hour mark, or continue working until all 24 pages are done. The former is known as “the Gaiman variation” after Neil Gaiman’s unsuccessful attempt, and the latter is called “the Eastman variation” after Kevin Eastman’s unsuccessful attempt. Scott McCloud calls both of these “noble failures”, which he will still list on his site as long as he believes that the creator intended to finish the project within the specified amount of time.
ABS and PLA plastic printing are the most common in home 3d printing. Constructed from a thermoplastic, ABS and PLA are very useful for functional applications because they match
80% of the properties of the real injected production material. ABS models are very accurate and have a intermediate level of printed details. You have a lot of freedom for the design of your
model. However, the surface quality of the models is rougher compared to other materials. A long plastic wire is fed by a spool to a nozzle where the material is liquefied and drawn on the
platform where it immediately hardens again. The nozzle moves to drop the material at the correct location, drawing your model line by line. When a layer is drawn, the platform lowers by
one layer thickness so the printer can start with the next layer. PLA is biodegradable plastic which can come in more colors than ABS. PLA also is smoother than ABS and can be more
Constructed from a white, very fine, granular powder. The result is a strong, somewhat flexible material that can take small impacts and resist some pressure while being bent. The surface
has a sandy, granular look, and is slightly porous. The material is started with a bed of nylon plastic and is sintered layer by layer with a laser, solidifying each layer.
Alumide is nylon plastic filled with Aluminum dust. This dust gives Alumide the sparkle, but also makes the material more brittle than other nylon plastics. The material is started with a
bed of mixed Nylon Plastic and Aluminum powder, and is sintered layer by layer with a laser, solidifying each layer.
Usually off white, but can be dyed and painted, can come in detailed and also transparent variations.
White or dyed resin, very close to standard plastic. Rigid, opaque, smooth surface, perfect for high detailed visualization. The model is printed layer by layer with a high-performance
compound, photo polymeric liquid. Each photopolymer layer is cured by UV light immediately after being jetted.
Off-white/grayish material colored with ink, using the 3d model’s textures.
Constructed from a fine granular powder. Models are created by printing layer and layer of binder material and colored ink into a bed of gypsum-based powder. The products are then
finished with a glue sealant to ensure durability and vivid colors. The final product is a hard, slightly brittle material that is great for little figurines and models of your favorite video game
avatar, but not suited for structural parts under great load. Colors are printed with a resolution of 600 x 540 dpi.
Common metal printing materials includes, Platinum, Gold, Silver, Bronze, Brass, Stainless Steel, Titanium, and Aluminum. The finishes for each material can be varied, using post
processing techniques such as polishing and plating. The methods using in printing the metals can also vary, depending on the desired metal. Some metals can be printed layer by layer
using a metal powder and glue. Some metals can use laser sintering to harden metal powder. Other metals use casting techniques, which prints a model out of wax, and creates a plaster
mold, from which the wax is melted out of. Liquid metal is then poured into the plaster mold, and broken free, when the metal hardens.
Cons – Scanning can be slow, depending on the desired resolution, and requires the subject to not move. Also multiple scans are required to construct and stitch together the whole model. Depending on the laser scanning method used, the shape is reconstructed, but without color information.
Useful for small to medium sized objects, such as toys, figurines, dolls, faces.
Pros – The advantage of structured-light 3D scanners is speed and precision, and you can often capture the color information along with the model. Can be more precise than laser scanning. Also moving / animating objects can be captured in realtime.
Cons – Multiple scans / viewpoints are needed to reconstruct the whole model, and each scan needs to be stitched together either manually, or automatically depending on the software used in reconstructing the point cloud data. Useful for medium to large sized objects, depending on the method used, such as faces, people, progressive scanners can capture environments.
This week Ben and Ian discuss the cloud and digital rights management. (DRM) Do you really own something once you pay for it or are you only licensing a copy in that particular format? Our hosts tackle this question as well as others on the way to understanding ownership in the digital age.
Also many 3D softwares can generate and use procedural textures for 3D models within the application, without needing to generate a separate file for the texture.
Creating procedural textures vary from program to program.
Combining several procedurals and changing their transformations can add to the realism of the texture.
Also mixing procedurals with photographic textures can add more realism. Example – using a checkerboard pattern to mix between two different marble patterns to make a marble checkerboard texture.
Hand-painted Textures
Hand-painted textures can be time-consuming and require a lot of skill.
You can use different blend modes, layer properties, and filters in Photoshop or other drawing programs to add to the realism of the painted texture.
Photographic Textures
Face your subject head on.
Don’t zoom in too close, try to get more of the pattern in the photo.
Have the subject framed well..
Try to avoid textures with shadows, reflections, or lens flares
Use a manual white balance.
Only photograph with enough light.
Have a faster shutter speed, and have your subject in focus.
Today Ian, our resident 3D guy, gives us an introduction to using and making textures.
Textures
Describe anything with a rich amount of information, such as patterns.
Used in a wide variety of fields, such as TV, Films, Games, Designs, Websites.
Size is usually equal in all axes, but can have variations in sizes.
Usually textures are repetitive in all axes, but can be made to only tile in certain axes, or none at all.
Textures are usually two dimensional, but can be 1D, 3D, and even 4D, and can be projected into other dimensions.
Textures come in a variety of bit depths and color channels
In 3D graphics, textures can have multiple variations, that react to the scene’s lighting differently.
Textures fall under four main sub-categories – Procedural, Hand Painted, Photographic, and 3D Model textures, but technically, can fall under multiple categories, by combining textures.
Sub-Categories Procedural Textures are patterns or designs generated by software, either randomly or using mathematical equations.
Procedural Generator Software includes
Allegorithmic Substance Designer
MaPZone
Genetic Texture Generator
Hand-painted Textures are manually created patterns or designs, digitally or traditionally.
Painting Software includes
Photoshop
Corel Painter
Illustrator
Photographic Textures are patterns or designs taken from cameras, scanners, or other optical devices.
Photo Software includes
Photoshop
Corel Photopaint
tons of other software
3D Model Textures are patterns or designs made to specifically project to 3D models and can be created for the model, or generated from the model.
3D Model Software includes – 3D Max
Maya
ZBrush
others
Main Categories
One Dimensional
Technically, 1D designs are just gradients and can be represented by pixels or curves.
Can be repeatable or randomized.
Can have a large variety of colors and bit depths.
Can be mapped to other values.
Procedurally generated gradients can be made by some software.
Manual gradient patterns can be made.
Gradients can be photographed, but would have to be projected to 1D.
Gradient patterns can be useful for 3d Models as well.
Two Dimensional
Usually are raster (pixels) or vector (lines).
2D textures are most commonly used in computer graphics.
Can be repeatable or randomized.
Can have a large variety of colors and bit depths.
Procedurally generated 2D textures are generated and utilized by multiple softwares, and can be repetitive or random.
Hand-painted digital 2d patterns or designs can be painted or manually designed using various software. Traditional textures can be painted and scanned in using paints, pencils, charcoal, or other tools.
2D textures can be photographed, scanned, in cases video recorded, there are tons of uses and methods for photographed textures.
2D texturing for 3d models is especially common in computer graphics.
Three Dimensional — Usually are raster (voxels) or vector (curves or nurbs).
3D textures and designs are most commonly used in computer graphics and science.
Can be repeatable or randomized.
Can have a large variety of colors and bit depths.
Procedurally generated 3D textures are generated and utilized by multiple softwares, and can be repetitive or random.
Hand-made digital 3d patterns or designs can be painted or manually designed using various software.
3D volumetric textures or designs technically can be scanned, but mainly using medical equipment, such as CT scanning MRI, or Ultrasound.
3D volumetric textures used on 3D Models are technically projected to 2D, on the surface of the 3D model.
On today’s episode we introduce a new co-host, Ben’s buddy Ian. The two share how they met in art school and reconnected over the internet after losing touch for a few years. They also discuss whether higher education is really as necessary or useful today as generally assumed.