Migrate *all* photos to the cavelab setup. Header/footer still broken.
Completely remove the other image gallery themes. I now have: image galleries, with lightboxes, and captions, with links in them (and to Hugo pages), with full images lazy-loaded, with all thumbnails auto-generated, and the ability to do this on both individual images *and* with globbing, from page resources, from this page or any specified one. See cavelab_notes.txt. It also has the ability to use Exif data of the photo - if I preprocess it into a JSON file. Known issues: - The theme header/footer are now being overridden. I am working to fix this first. - I am missing some kind of fonts/images needed for the lightbox to show up properly.
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@@ -13,9 +13,7 @@ draft: true
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# (TODO: pictures will make this post make a *lot* more sense, and it
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# may need a lot of them)
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{{< load-photoswipe >}}
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[[https://www.contextfreeart.org/][Context Free]] is one of my favorite projects since I discovered it
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Context Free]] is one of my favorite projects since I discovered it
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about 2010. It's one I've [[../2011-08-29-context-free/][written about before]], played around in (see
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some of the images below), presented on, as well as re-implemented
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myself in different ways (see: [[https://github.com/hodapp87/contextual][Contextual]]). That is sometimes because
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@@ -27,12 +25,12 @@ way to learn things in a new language. (I think it's similar to
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# TODO: Set captions?
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{{< gallery >}}
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{{< figure page="images" resource="placeholder/dream20191115b.jpg" caption="Something">}}
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{{< figure page="images" resource="placeholder/2011-11-25-electron.jpg">}}
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{{< figure page="images" resource="portfolio/2011-11-04-crystal1.jpg">}}
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{{< figure page="images" resource="placeholder/2011-11-03-feather2.jpg">}}
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{{< figure page="images" resource="placeholder/2011-11-03-feather1.jpg">}}
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{{< figure page="images" resource="portfolio/2011-09-09-conch.jpg">}}
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{{< figure page="images" resources="placeholder/dream20191115b.jpg" caption="Something">}}
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{{< figure page="images" resources="placeholder/2011-11-25-electron.jpg">}}
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{{< figure page="images" resources="portfolio/2011-11-04-crystal1.jpg">}}
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{{< figure page="images" resources="placeholder/2011-11-03-feather2.jpg">}}
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{{< figure page="images" resources="placeholder/2011-11-03-feather1.jpg">}}
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{{< figure page="images" resources="portfolio/2011-09-09-conch.jpg">}}
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{{< /gallery >}}
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I've also played around in 3D graphics, particularly raytracing, since
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@@ -45,7 +43,7 @@ scenes from experimenting back in 2005, and though I hadn't heard of
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Context Free at that point (if it even existed) I was already trying
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to do similar things in a sort of ad-hoc way.
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{{< figure page="images" resource="portfolio/2005-08-23-shear6.jpg">}}
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{{< figure page="images" resources="portfolio/2005-08-23-shear6.jpg">}}
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Naturally, this led me to wonder how I might extend Context Free's
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model to work more generally with 3D geometry, and let me use it to
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@@ -70,9 +68,9 @@ Synth - one Blender screenshot, and two [[https://appleseedhq.net/][appleseed]]
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was trying to work with it:
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{{< gallery >}}
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{{< figure resource="structure-synth-mesh.png">}}
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{{< figure page="images" resource="placeholder/appleseed_spiral_thing2.jpg">}}
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{{< figure page="images" resource="placeholder/appleseed_spiral_thing.jpg">}}
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{{< figure resources="structure-synth-mesh.png">}}
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{{< figure page="images" resources="placeholder/appleseed_spiral_thing2.jpg">}}
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{{< figure page="images" resources="placeholder/appleseed_spiral_thing.jpg">}}
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{{< /gallery >}}
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That's a "Hello World"-tier design I try out when something gives me
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@@ -92,8 +90,8 @@ crucial. Here's something similar I threw together in OpenSCAD with
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the help of some automatically generated code:
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{{< gallery >}}
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{{< figure resource="openscad-mesh.png">}}
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{{< figure resource="openscad-mesh2.png">}}
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{{< figure resources="openscad-mesh.png">}}
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{{< figure resources="openscad-mesh2.png">}}
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{{< /gallery >}}
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In the second image you can see how it properly handled intersecting
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@@ -127,7 +125,7 @@ can do it via a [[https://github.com/appleseedhq/appleseed/blob/master/sandbox/e
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before, also handles them nicely with its [[https://www.povray.org/documentation/view/3.6.1/300/][Isosurface Object]]. That is
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what I used below in yet another of my 2005 experiments:
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{{< figure page="images" resource="portfolio/2005-07-05-spiral-isosurface2.jpg">}}
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{{< figure page="images" resources="portfolio/2005-07-05-spiral-isosurface2.jpg">}}
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Many renderers don't handle implicit surfaces at all. Blender's
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renderers, [[https://www.cycles-renderer.org/][Cycles]] and [[https://docs.blender.org/manual/en/latest/render/eevee/introduction.html][Eevee]], are among them. Using implicit surfaces
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