came to work, daft punk was playing, i was browsing my hd and opening projects. at some moment i opened this nebulado project which never satisfied me before and for my surprise it reacted quite nice to the track that was playing (Daft Punk – Harder, Better, Faster, Stronger), so i fired up Fraps and captured a video.
a smoother version was created which starts slower and builds up progressively, but i prefer this one
Didnt want to forget about some of the the old shit i’ve done using processing, so i thought i should post it here. Audio-reactive Landscapes, 3D Tunnels, Cel-Shading, SineWave Additive, 3D Planes, and more..
Last weekend i was watching tv and there was this scene where there was a fly-by a plane and a city was being built just in front of you and after sometime the camera would look back and there it was. The big and awesome city that i can’t find the name. So i thought to myself, i should try and play the architect myself… Here’s some results:
In the past few days i was playing with voronoi cells. in the meantime i had another idea i wanted to try: random recursive cell growth. So i started working on both pieces together and came up with what you’re about to see in the videos below.
The scene is rendered using a per-pixel phong lighting model + wrap lighting, a fast trick to approximate subsurface scattering. More information available in the GPU Gems book.
I have used lee byron’s mesh library for the 2D voronoi mesh generation and loaded it up my framework to generate a 3D heightmap mesh. I’ve reduced the effect to almost zero here, just because i think it looks much better flat in this particular scene.
fixed exporting problems (something about minim effects and fullscreen, still a mistery).
new features:
. handle all generators/samples and the activator by click and drag.
. set activation range as global or individually by a toggle button on the menu.
. change frequency/amplitude per generator.
. physics got a little better, not realistic but that wasn’t the point anyway.