
ES 0800716 Flotsam Response
2 months ago
I saw a video earlier today from vimeo.com/user365510 More Soon, called "Flotsam", which is a RealFlow simulation.
As usual, i started wondering about how i could duplicate this in 3L., but with audio reactivity. This is the first test result, which took about 15 minutes to set up and tweak the settings on before recording it in realtime using the built in dvr.
The original clip was generated and recorded in realtime in the motion jpeg a codec at 320x240 resolution, with lossless settings. The uploaded clip was an mpeg4 at 2000 bitrate.
Methodology:
First, i created a circle, and a sphere, and then used the circle as a template with x/y axis data to map multiples of the sphere on with the MULTIPLE MODULE. Then, the circle is rotated on it's X AXIS to put it in "surface perspective" to match generally the perspective of the Flotsam clip. The circle is set with the Top texture to black, and the bottom texture to SCENE POST. which means that the scene output is mapped on to a black opaque circle, which gives a distorted view of the circles, since the circle is at an angle in relation to the camera viewpoint, giving the undulating "reflection" of the bobbing spheres, and "ripples"
Then, to get the surface "undulating", i used the DISTORTION MODULE on the circle with a random distortion value on the low frequency with slider automation. The distortion amount slider is set to audio automation on the mid frequency.
So what ends up happening here is that the audio frequencies are driving the distortion of the circle plane. The circle plane is serving two purposes:
1. it is the path data for the multiple object module. So when the surface distorts, it moves the position of each sphere if there is distortion happening at the x/y axis of each sphere... making them "bob".
2. the circle is also serving as a surface to map the scene view back on to the circle, creating the ripples and reflections. So if the surfac is distorting, the texture is distorting with it.
The alpha settings for the circle are S alpha and D color. This allows the spheres to show through the surface of the texture, as if you are seeing the bottoms of the spheres under the surface of the water.
I then made a third object, a plane, and rotated it on its x axis to match the rotation position of the circle plane, but placed it BELOW the circle plane with the object position y slider. So that puts the plane below the surface of the "water". I then mapped the scene output to this plane as well, and reduced the alpha value to 25%, and added some blue ambient color using the ambient slider for the plane in the object texture module for the plane. The alpha settings for the plane are S Alpha and D color, Black on the top texture, scene output on the bottom texture. This is the very subtle larger blue ripples you see mostly in the upper part of the screen at certain times in the video. This plane is also using the DISTORTION, MODULE, with the SCENE OUTPUT as the distortion map, and audio mid frequency driving the distortion amount. This gives a layered effect to the "ripples"
The sphere is white with default alpha settings.
The highlighting on the scene is done by just one light, positioned above the surface of the "water" and behind the viewer's head, with a combination of 20% diffuse, 10% ambient and 40% specular lighting. Because of the different alpha settings and different textures on each object, the each react differently to the light to give the overall scene its appearance. Minor tweaks or additional lights could change the scene appearance dramatically.
more information on 3L, the realtime generative 3d vj tool at thrill.artificialeyes.tv
As usual, i started wondering about how i could duplicate this in 3L., but with audio reactivity. This is the first test result, which took about 15 minutes to set up and tweak the settings on before recording it in realtime using the built in dvr.
The original clip was generated and recorded in realtime in the motion jpeg a codec at 320x240 resolution, with lossless settings. The uploaded clip was an mpeg4 at 2000 bitrate.
Methodology:
First, i created a circle, and a sphere, and then used the circle as a template with x/y axis data to map multiples of the sphere on with the MULTIPLE MODULE. Then, the circle is rotated on it's X AXIS to put it in "surface perspective" to match generally the perspective of the Flotsam clip. The circle is set with the Top texture to black, and the bottom texture to SCENE POST. which means that the scene output is mapped on to a black opaque circle, which gives a distorted view of the circles, since the circle is at an angle in relation to the camera viewpoint, giving the undulating "reflection" of the bobbing spheres, and "ripples"
Then, to get the surface "undulating", i used the DISTORTION MODULE on the circle with a random distortion value on the low frequency with slider automation. The distortion amount slider is set to audio automation on the mid frequency.
So what ends up happening here is that the audio frequencies are driving the distortion of the circle plane. The circle plane is serving two purposes:
1. it is the path data for the multiple object module. So when the surface distorts, it moves the position of each sphere if there is distortion happening at the x/y axis of each sphere... making them "bob".
2. the circle is also serving as a surface to map the scene view back on to the circle, creating the ripples and reflections. So if the surfac is distorting, the texture is distorting with it.
The alpha settings for the circle are S alpha and D color. This allows the spheres to show through the surface of the texture, as if you are seeing the bottoms of the spheres under the surface of the water.
I then made a third object, a plane, and rotated it on its x axis to match the rotation position of the circle plane, but placed it BELOW the circle plane with the object position y slider. So that puts the plane below the surface of the "water". I then mapped the scene output to this plane as well, and reduced the alpha value to 25%, and added some blue ambient color using the ambient slider for the plane in the object texture module for the plane. The alpha settings for the plane are S Alpha and D color, Black on the top texture, scene output on the bottom texture. This is the very subtle larger blue ripples you see mostly in the upper part of the screen at certain times in the video. This plane is also using the DISTORTION, MODULE, with the SCENE OUTPUT as the distortion map, and audio mid frequency driving the distortion amount. This gives a layered effect to the "ripples"
The sphere is white with default alpha settings.
The highlighting on the scene is done by just one light, positioned above the surface of the "water" and behind the viewer's head, with a combination of 20% diffuse, 10% ambient and 40% specular lighting. Because of the different alpha settings and different textures on each object, the each react differently to the light to give the overall scene its appearance. Minor tweaks or additional lights could change the scene appearance dramatically.
more information on 3L, the realtime generative 3d vj tool at thrill.artificialeyes.tv
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