CreatorsOk
supermarket sallad (simon david ryden)
supermarket sallad (simon david ryden)

patreon


Fire iris

*I've added one that works for non-square horizontal resolutions

Fire iris

Comments

I'm about to embarkk on similar, far faster techno though. Wishing you all the best:)

Nathan John Cavan

Great tutorial and project! I'm trying to get it to work with the Kinect 2. I think I have the hand tracking working, I just can't figure out how to translate the mouse click into something for Kinect. I'd be fine if it was just constantly enabled and the interaction was just driven by hand movement. Can you share any ideas or pointers on that.

Josh Harwell

Yep ! I heavily modified the project to pair it with one of my Ableton song using TDA. Some tiny details to polish and I'm done. I'll try to post it ASAP, I'm quite satisfied with the result ;)

Tguyfr

I would like to add some midi input to this or to have it react to specific audio frequencies. Which of the parameters/settings would you recommend to hook up to the input? I make ambient / dub techno and it would be very neat if when a chord was played it triggered the equivalent of a mouse click (the fire/flame trigger) , as there would be a filtered delay on the chord stab itself it would be cool to see the delay echos visualise somehow... perhaps using the frequency of the sound somehow to trigger some visual feedbck. Anyways, that will a good project for me to mess around with on the weekend. I'm quite new to TD - is there a way to expose specific parameters (like you would in blender) in a single panel somewhere for easy access rather than having to dig through each and every panel ? Thanks for the great work!

BreakItDown

Did you figure this out?

BreakItDown

Hi thank you very much for your wonderful work. I have a newbie question. Can I change the round shape at the end to a shape I made myself (what button can I use to achieve this)? . Very much looking forward to your answer.

FF

Any clue how to make this project audio reactive ?

Tguyfr

really great! Although I can't seem to make it work on my end. I followed the tut and when dragging the constant mat to the geo and apply instancing nothing is being shown in the out, the project files you provided also don't show any output on my end...do you have any suggestions how to fix this?

Dennis Loeb

Thank you very much for this! How could I go about changing the dimensions to 1080 x 1920?

stoks

totally.. Ill play with that.. thanks a lot again!!

Pat Cantin

Lower the “count” constant chop. And keep your render resolution as 1280. The count isn’t technically resolution. Every pixel in those textures represent one particle. And the pixels rgb-value represents its xyz position. That’s why we can calculate such huge amounts of particles on the gpu. So every “resolution” before the geo represents the amount of particles. And every resolution after the render represents your output resolution. Does that make sense?

stale_sallad

awesome.. sorry for the noob question again, can we lower the number of particles and keep the resolution to 1280? thanks a million for your time.

Pat Cantin

Yeah, you can instance spheres or circle SOPs instead of points. Turn down the value in the constant chop to lower the amount of points.

stale_sallad

awesome stuff.. I was wondering. Is it possible to lower the number of particles created? or even replace them with circles or spheres. Thanks for your awesome tutos.

Pat Cantin

That’s odd.. there’s no texture coordinates needed here.. My guess is that you dragged it into the “color map” in the constant material, and not into the “color op” in the second instancing tab of the geo.

stale_sallad

help! the moment i drag the"col"null to the color OP in Geometry,everything stops working and the render TOP says"A mat is using texture coordinates, but the SOP being used with it does not have UV attributes". what could it be? Thanks for this great tut!!

Baiii L

thanks ! A video would be great, and I'll try what you suggest.

Alexandre Rochon

i'll make a little video about that and post it here in the coming weeks. but you can drag the ramp from the palette comp, and then put down a switch top to change between the ramps

stale_sallad

I’ve uploaded one now, that works for horizontal resolutions

stale_sallad

that would be awesome, thankyou!

Dom Graveson

That's a great tutorial, how would you go around to swtich the colors after a certain amount of time to loop a couple color palette ?

Alexandre Rochon

This is so freakin cool!! Love it:)

Mr. Dee

oh yeah, a few dirty fixes. you can change the resolution of the op viewer (and the render). and then do some chop math to make make the mouse correspond to the new uv. the perform view is an op viewer, so you could just ctrl-x the entire network into the perform view. I'm not in front of the project rn, so I can't really give you the best (or a good) solution. I'm sorry about that, and I'm not gonna be in front of my computer until Tuesday next week. But I'll try to fix it then and upload a new version where it is easier to change "perform" resolution.

stale_sallad

great tutorial... in the file you make avialble here the out renders only half the circle to the perform. The out doent allow adjustment of the resolution. Is there a way of getting the panel view as a perform view? thanks

Dom Graveson

It essentially does the same thing as plugging in the uv to the second input of the noise. It remaps the noise so it stays with the updated uv-coordinates. Using the remap is technically better than using the second input, since it allows you to plug anything in as vectors. If I understood it better I could probably explain it in simpler terms. But I hope that makes some sense. I’m not familiar enough with the flow feild technique to know if that’s the same idea.

stale_sallad

does remap + feedback act here like "perlin flow field" technique or is it something else?

Pierre Dormant

WOW thanks!

ros


More Models and Creators