Skip to content
/ tol-v3 Public

Tree Of Life (v3) - Sephiroth Raytracing Modularization

Notifications You must be signed in to change notification settings

dgets/tol-v3

Repository files navigation

So now that I think about it a little bit more, I probably shouldn't have named this project tol. I mean, it all centered around my desire to modularize things starting with the Sephiroth structure that I had used for a centerpiece, but back when I first started this, I had actually started the modularizing of everything at points other than this.

The whole project encompasses much more than just the Tree of Life structure, and I've been modularizing all of it in bits and pieces... Right now I'm finally working on the Sephiroth, bit by bit, and breaking it down into the actual named Sephira, pathways, and levels, including proper qualities and descriptions of them in the comments. This project is not supposed to stop at simply being a raytracing; it is to be used to help understand sacred geometry and the philosophies behind the Tree of Life and other forms found in this City of Life that I am working on, as well.

Just thought I'd drop that update in here. ;) Thanks for your interest.

-=-=-=-=-

Previous README.md contents follow:

I first started working on the Qabbalistic Tree of Life (Sephiroth) in POVRay rendering software several years ago. It didn't take me too long to complete (this was a three dimensional vision that I had on my own, though I've seen different spatially oriented versions that hadn't immediately occurred to me), but the code was nasty, and too many things were hardcoded. A second pass through it gave me something better to work with, but in the needs of full modularization, scaling requirements, and importability into full, animated, scenes, I need to finish the job. That's what this is. Stay tuned for moar.

About

Tree Of Life (v3) - Sephiroth Raytracing Modularization

Topics

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published