Geometric inspiration behind Hal(irutan)'s Wolf(ram Language Logo)Distribution of random points in 3D space to simulate the Crab Nebula
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Geometric inspiration behind Hal(irutan)'s Wolf(ram Language Logo)
Distribution of random points in 3D space to simulate the Crab Nebula
$begingroup$
Our good friend hal made a logo for WL as part of a Community Ad:
The logo itself is much nicer than the bland Wolfram wolf, of course, but one has to wonder: what's the geometrical inspiration behind it and how could I make it in Mathematica?
generative-art
$endgroup$
add a comment |
$begingroup$
Our good friend hal made a logo for WL as part of a Community Ad:
The logo itself is much nicer than the bland Wolfram wolf, of course, but one has to wonder: what's the geometrical inspiration behind it and how could I make it in Mathematica?
generative-art
$endgroup$
add a comment |
$begingroup$
Our good friend hal made a logo for WL as part of a Community Ad:
The logo itself is much nicer than the bland Wolfram wolf, of course, but one has to wonder: what's the geometrical inspiration behind it and how could I make it in Mathematica?
generative-art
$endgroup$
Our good friend hal made a logo for WL as part of a Community Ad:
The logo itself is much nicer than the bland Wolfram wolf, of course, but one has to wonder: what's the geometrical inspiration behind it and how could I make it in Mathematica?
generative-art
generative-art
edited May 15 at 5:28
b3m2a1
asked May 14 at 23:23
b3m2a1b3m2a1
29.7k360175
29.7k360175
add a comment |
add a comment |
1 Answer
1
active
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$begingroup$
The logo is indeed constructed geometrically from simple rules, but let me go a bit into detail. It took quite some time with pen and paper to figure out exactly what I wanted. I traced some pictures of real wolves and looking at these pictures, it became quite clear that their ears, cheekbones and nose are prominent features. Eyes are important too, but I want to use the logo for file-icons and therefore, it needs to be rather simple to make it look good in a 16x16 resolution.
After realizing that a detailed wolf won't work, I concentrated on the basics and after some hours, I had an idea to base everything on a circle with equally distributed points. My idea was to construct everything with lines going through these points. After many sketches, I came up with this (of course on paper):
Each of the corner points is either a point on the circle or an intersecting point of lines going through points on the circle. In grey, you see the underlying helping lines. The good thing is, that we need only 3 basic ingredients:
- the points on the circle
- a way to form a line equation
- functions for calculating the intersection between two lines
This can be given in Mathematica code as
dphi = 2 Pi/24;
p = Table[Cos[phi], Sin[phi], phi, -Pi/2, Pi/2, dphi];
reflectY[x_, y_] := -x, y;
line[x1_, y1_, x2_, y2_] := (y2 - [FormalY])*(x2 - x1) - (y2 - y1)*(x2 - [FormalX]);
point[l1_, l2_] := [FormalX], [FormalY] /.
First@Solve[l1 == 0, l2 == 0, [FormalX], [FormalY]];
After this, I only translated what I had on paper
poly1 =
p[[9]],
point[line[p[[4]], p[[9]]], line[p[[-1]], reflectY[p[[10]]]]],
p[[-1]],
point[line[p[[-1]], p[[5]]], line[reflectY[p[[5]]], p[[9]]]]
;
poly2 =
point[line[p[[1]], p[[9]]], line[reflectY[p[[2]]], p[[7]]]],
point[line[reflectY[p[[2]]], p[[7]]], line[p[[10]], p[[9]]]],
p[[9]]
;
poly3 =
p[[2]], 0, 0, reflectY[p[[2]]], point[line[p[[2]], p[[4]]],
line[reflectY@p[[2]], reflectY@p[[4]]]]
;
These are the 3 polygons you see above and to get the full logo, we need to reflect top two polygons. However, this is basically all we need
Graphics[
RGBColor[0.780392, 0.329412, 0.313725],
Polygon /@ poly1, poly2, reflectY /@ poly1, reflectY /@ poly2,
poly3
,
AspectRatio -> Automatic
]
And that's about it. Put a nice circle around it and start up Blender and you can easily create this
$endgroup$
add a comment |
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1 Answer
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active
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1 Answer
1
active
oldest
votes
active
oldest
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oldest
votes
$begingroup$
The logo is indeed constructed geometrically from simple rules, but let me go a bit into detail. It took quite some time with pen and paper to figure out exactly what I wanted. I traced some pictures of real wolves and looking at these pictures, it became quite clear that their ears, cheekbones and nose are prominent features. Eyes are important too, but I want to use the logo for file-icons and therefore, it needs to be rather simple to make it look good in a 16x16 resolution.
After realizing that a detailed wolf won't work, I concentrated on the basics and after some hours, I had an idea to base everything on a circle with equally distributed points. My idea was to construct everything with lines going through these points. After many sketches, I came up with this (of course on paper):
Each of the corner points is either a point on the circle or an intersecting point of lines going through points on the circle. In grey, you see the underlying helping lines. The good thing is, that we need only 3 basic ingredients:
- the points on the circle
- a way to form a line equation
- functions for calculating the intersection between two lines
This can be given in Mathematica code as
dphi = 2 Pi/24;
p = Table[Cos[phi], Sin[phi], phi, -Pi/2, Pi/2, dphi];
reflectY[x_, y_] := -x, y;
line[x1_, y1_, x2_, y2_] := (y2 - [FormalY])*(x2 - x1) - (y2 - y1)*(x2 - [FormalX]);
point[l1_, l2_] := [FormalX], [FormalY] /.
First@Solve[l1 == 0, l2 == 0, [FormalX], [FormalY]];
After this, I only translated what I had on paper
poly1 =
p[[9]],
point[line[p[[4]], p[[9]]], line[p[[-1]], reflectY[p[[10]]]]],
p[[-1]],
point[line[p[[-1]], p[[5]]], line[reflectY[p[[5]]], p[[9]]]]
;
poly2 =
point[line[p[[1]], p[[9]]], line[reflectY[p[[2]]], p[[7]]]],
point[line[reflectY[p[[2]]], p[[7]]], line[p[[10]], p[[9]]]],
p[[9]]
;
poly3 =
p[[2]], 0, 0, reflectY[p[[2]]], point[line[p[[2]], p[[4]]],
line[reflectY@p[[2]], reflectY@p[[4]]]]
;
These are the 3 polygons you see above and to get the full logo, we need to reflect top two polygons. However, this is basically all we need
Graphics[
RGBColor[0.780392, 0.329412, 0.313725],
Polygon /@ poly1, poly2, reflectY /@ poly1, reflectY /@ poly2,
poly3
,
AspectRatio -> Automatic
]
And that's about it. Put a nice circle around it and start up Blender and you can easily create this
$endgroup$
add a comment |
$begingroup$
The logo is indeed constructed geometrically from simple rules, but let me go a bit into detail. It took quite some time with pen and paper to figure out exactly what I wanted. I traced some pictures of real wolves and looking at these pictures, it became quite clear that their ears, cheekbones and nose are prominent features. Eyes are important too, but I want to use the logo for file-icons and therefore, it needs to be rather simple to make it look good in a 16x16 resolution.
After realizing that a detailed wolf won't work, I concentrated on the basics and after some hours, I had an idea to base everything on a circle with equally distributed points. My idea was to construct everything with lines going through these points. After many sketches, I came up with this (of course on paper):
Each of the corner points is either a point on the circle or an intersecting point of lines going through points on the circle. In grey, you see the underlying helping lines. The good thing is, that we need only 3 basic ingredients:
- the points on the circle
- a way to form a line equation
- functions for calculating the intersection between two lines
This can be given in Mathematica code as
dphi = 2 Pi/24;
p = Table[Cos[phi], Sin[phi], phi, -Pi/2, Pi/2, dphi];
reflectY[x_, y_] := -x, y;
line[x1_, y1_, x2_, y2_] := (y2 - [FormalY])*(x2 - x1) - (y2 - y1)*(x2 - [FormalX]);
point[l1_, l2_] := [FormalX], [FormalY] /.
First@Solve[l1 == 0, l2 == 0, [FormalX], [FormalY]];
After this, I only translated what I had on paper
poly1 =
p[[9]],
point[line[p[[4]], p[[9]]], line[p[[-1]], reflectY[p[[10]]]]],
p[[-1]],
point[line[p[[-1]], p[[5]]], line[reflectY[p[[5]]], p[[9]]]]
;
poly2 =
point[line[p[[1]], p[[9]]], line[reflectY[p[[2]]], p[[7]]]],
point[line[reflectY[p[[2]]], p[[7]]], line[p[[10]], p[[9]]]],
p[[9]]
;
poly3 =
p[[2]], 0, 0, reflectY[p[[2]]], point[line[p[[2]], p[[4]]],
line[reflectY@p[[2]], reflectY@p[[4]]]]
;
These are the 3 polygons you see above and to get the full logo, we need to reflect top two polygons. However, this is basically all we need
Graphics[
RGBColor[0.780392, 0.329412, 0.313725],
Polygon /@ poly1, poly2, reflectY /@ poly1, reflectY /@ poly2,
poly3
,
AspectRatio -> Automatic
]
And that's about it. Put a nice circle around it and start up Blender and you can easily create this
$endgroup$
add a comment |
$begingroup$
The logo is indeed constructed geometrically from simple rules, but let me go a bit into detail. It took quite some time with pen and paper to figure out exactly what I wanted. I traced some pictures of real wolves and looking at these pictures, it became quite clear that their ears, cheekbones and nose are prominent features. Eyes are important too, but I want to use the logo for file-icons and therefore, it needs to be rather simple to make it look good in a 16x16 resolution.
After realizing that a detailed wolf won't work, I concentrated on the basics and after some hours, I had an idea to base everything on a circle with equally distributed points. My idea was to construct everything with lines going through these points. After many sketches, I came up with this (of course on paper):
Each of the corner points is either a point on the circle or an intersecting point of lines going through points on the circle. In grey, you see the underlying helping lines. The good thing is, that we need only 3 basic ingredients:
- the points on the circle
- a way to form a line equation
- functions for calculating the intersection between two lines
This can be given in Mathematica code as
dphi = 2 Pi/24;
p = Table[Cos[phi], Sin[phi], phi, -Pi/2, Pi/2, dphi];
reflectY[x_, y_] := -x, y;
line[x1_, y1_, x2_, y2_] := (y2 - [FormalY])*(x2 - x1) - (y2 - y1)*(x2 - [FormalX]);
point[l1_, l2_] := [FormalX], [FormalY] /.
First@Solve[l1 == 0, l2 == 0, [FormalX], [FormalY]];
After this, I only translated what I had on paper
poly1 =
p[[9]],
point[line[p[[4]], p[[9]]], line[p[[-1]], reflectY[p[[10]]]]],
p[[-1]],
point[line[p[[-1]], p[[5]]], line[reflectY[p[[5]]], p[[9]]]]
;
poly2 =
point[line[p[[1]], p[[9]]], line[reflectY[p[[2]]], p[[7]]]],
point[line[reflectY[p[[2]]], p[[7]]], line[p[[10]], p[[9]]]],
p[[9]]
;
poly3 =
p[[2]], 0, 0, reflectY[p[[2]]], point[line[p[[2]], p[[4]]],
line[reflectY@p[[2]], reflectY@p[[4]]]]
;
These are the 3 polygons you see above and to get the full logo, we need to reflect top two polygons. However, this is basically all we need
Graphics[
RGBColor[0.780392, 0.329412, 0.313725],
Polygon /@ poly1, poly2, reflectY /@ poly1, reflectY /@ poly2,
poly3
,
AspectRatio -> Automatic
]
And that's about it. Put a nice circle around it and start up Blender and you can easily create this
$endgroup$
The logo is indeed constructed geometrically from simple rules, but let me go a bit into detail. It took quite some time with pen and paper to figure out exactly what I wanted. I traced some pictures of real wolves and looking at these pictures, it became quite clear that their ears, cheekbones and nose are prominent features. Eyes are important too, but I want to use the logo for file-icons and therefore, it needs to be rather simple to make it look good in a 16x16 resolution.
After realizing that a detailed wolf won't work, I concentrated on the basics and after some hours, I had an idea to base everything on a circle with equally distributed points. My idea was to construct everything with lines going through these points. After many sketches, I came up with this (of course on paper):
Each of the corner points is either a point on the circle or an intersecting point of lines going through points on the circle. In grey, you see the underlying helping lines. The good thing is, that we need only 3 basic ingredients:
- the points on the circle
- a way to form a line equation
- functions for calculating the intersection between two lines
This can be given in Mathematica code as
dphi = 2 Pi/24;
p = Table[Cos[phi], Sin[phi], phi, -Pi/2, Pi/2, dphi];
reflectY[x_, y_] := -x, y;
line[x1_, y1_, x2_, y2_] := (y2 - [FormalY])*(x2 - x1) - (y2 - y1)*(x2 - [FormalX]);
point[l1_, l2_] := [FormalX], [FormalY] /.
First@Solve[l1 == 0, l2 == 0, [FormalX], [FormalY]];
After this, I only translated what I had on paper
poly1 =
p[[9]],
point[line[p[[4]], p[[9]]], line[p[[-1]], reflectY[p[[10]]]]],
p[[-1]],
point[line[p[[-1]], p[[5]]], line[reflectY[p[[5]]], p[[9]]]]
;
poly2 =
point[line[p[[1]], p[[9]]], line[reflectY[p[[2]]], p[[7]]]],
point[line[reflectY[p[[2]]], p[[7]]], line[p[[10]], p[[9]]]],
p[[9]]
;
poly3 =
p[[2]], 0, 0, reflectY[p[[2]]], point[line[p[[2]], p[[4]]],
line[reflectY@p[[2]], reflectY@p[[4]]]]
;
These are the 3 polygons you see above and to get the full logo, we need to reflect top two polygons. However, this is basically all we need
Graphics[
RGBColor[0.780392, 0.329412, 0.313725],
Polygon /@ poly1, poly2, reflectY /@ poly1, reflectY /@ poly2,
poly3
,
AspectRatio -> Automatic
]
And that's about it. Put a nice circle around it and start up Blender and you can easily create this
answered May 15 at 0:28
halirutan♦halirutan
96.2k5223417
96.2k5223417
add a comment |
add a comment |
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