particle studies

15 12 2009





every start is difficult

12 09 2009

Working on the Balaton-project and preparing the showcase of  the CurlyCurly for Bologna, i don`t have too much time for the ‘new QC’. That means i have already started couple of projects, but they are  not  big issues.
But finally this afternoon, i made some tests with the ‘mesh’ tools.
Screen shot 2009-09-12 at 6.37.02 PM

The ‘get mesh component’ seems very handy (and missed from the previous version), but earlier i couldnt find my way to utilizz it. Well now, i used it to generate the coordinates of  the input objects (collada what else), and as Kineme GL tools are (thanks God-Hashim) SL-compatible, i was able to rebuild  3d objects with lines, points and triangles.

Screen shot 2009-09-12 at 6.55.20 PM

From this point the formula was so easy as i just needed to generate an alternative structure and interpolate the coordinates between the 2 structures.

And yes, we have many ‘built-in’ mesh deformers as well, to play with (noizz, jiggle, twist, wave and more).

So what now?

lets use the new INTERACTIVE possibilities:

open an object first, after manipulate with the interactive possiblities, as the vertices from this point are modifiable by ‘get and set mesh component’. What more, in QC4 you are able to manipulate each instance in a structure by the new interactive possibility.

Screen shot 2009-09-12 at 6.57.22 PM

And its just the beginning:)





Curly Code is my secret weapon

24 08 2009

Its time to talk a bit about “curly code”.

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When i started my deeper adventures in the world of generated forms and structures, one of my idea, lets say desire was to build an application up, with the ability of freehand drawing in a 3 dimensional space, to animate those drawings, using as a performance platform or just to render some nice looking stills out.

The first results were very geometrical, drawings without traces, i mean  a direct gestural drawing, made by a human hand.

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Playing a bit more with the line movements, its started to be more human made, more natural. But in a certain point i just trapped. I felt like being in a technical dead end. i made several researches about processing and i have tried other generative softwares, how those are able to reproduce a quasi same result.

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The research was a good point to go forward, or how to say… make a very important experiment, with the digital line, by my hand. and i started to involve some characters and figures.

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I’ve liked the result and i tried to involve some colors and forms, but my world became very organic again. At this experiment i used 2D graphics, with many repetitions, rotating, transforming.

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At this point i stopped my work  and left it as an unfinished experiment. The first real result was the “.get control”, and this screenshot.

But today i just picked the project up again and was thinking how to continue. Made some screenshots with more improvements and succeed to rewrite the root of the project.

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and yes the new QC will open some more possibilities how to go forward. I’ve made some tests:)

for more screenshots, please check my flickr page, oh and yes! why the name is “curly code”. The answer is not so complicated…





Binary project getting closer…

13 08 2009

Nicky and I are working on our binary project. The project and the concept is clean, but the result is sometimes far away from what we would like to see.

After the first steps, this morning i was able to produce one of the structure, the cross.

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Saying ‘produce’ i mean getting closer aesthetically to Nicky’s orginal drawings (stamps). Its important, because these draws are the fundaments of our work (how to make it interactive, how can we involve the digital vision as conceptual expansion).

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The cross is not connected directly with any christian idea, its just a decent symbol which has different social aspects. But yes, i chose the cross form the symbols because its very easy to reproduce. The next will be the circle and after the infinity sign (huhh that won’t be easy).

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The technical solution must be at the final version coded (maybe a little processing will help us). But for now (lets call it prototype) i used image pixelS plugin made and shared by Matthias Oostrik. Its a kind of continue or expand of the ‘classic’  image pixel. Not just giving the color and alpha information of one pixel, able to ‘scan’ the whole incoming picture and giving back a structure with the necessary information. Working as a scanner. After i made some improvements with the structure to add the noizz and some fake gravity. Quartz Composer off course.

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Last line david, you are in late -i have to go! Thanks to Rinboku to put image pixels plugin in my field of view.





shader, glitchy glitchy glitchy

9 08 2009

Sunny day, sunday morning. Nothing better then playing with one of toneburst’s new innovation.
The 2D version is not my style, but the 3d one…
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Lets go through, what is a shader, so the shader is… well i copy from wiki:
A shader in the field of computer graphics is a set of software instructions, which is used primarily to calculate rendering effects on graphics hardware with a high degree of flexibility. Shaders are used to program the graphics processing unit (GPU) programmable rendering pipeline, which has mostly superseded the fixed-function pipeline that allowed only common geometry transformation and pixel shading functions; with shaders, customized effects can be used.

Thats it. So i skipped some very important step, and i followed my way.

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Nice results, not new ones, many generative artists have used this kind of structure. But in a certain point i just found myself in a random glitchy situation

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Woaaaa… 3D and glitchy. With several tweaking i added some more particle style fragments, its a ‘gl spline’, from kineme (GL TOOLS).

Lets go with this spline thing forward, so the spline is a…

first definition:

In mathematics, a spline is a special function defined piecewise by polynomials. In interpolating problems, spline interpolation is often preferred to polynomial interpolation because it yields similar results, even when using low-degree polynomials, while avoiding Runge’s phenomenon for higher degrees.

clear? Not at all, so i put a more specific one:

In the computer science subfields of computer-aided design and computer graphics, the term “spline” more frequently refers to a piecewise polynomial (parametric) curve. Splines are popular curves in these subfields because of the simplicity of their construction, their ease and accuracy of evaluation, and their capacity to approximate complex shapes through curve fitting and interactive curve design.

Well, better? Lets use this: parametric curve, you can add points, define the points coordinates and the subdivision (thats determining how many step will take from one point to another)

So i added 2 splines, utilizing the stipple pattern possibility, like big 3d pixels chained.

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Whatever. Its a glitchy structure in 3d. Just  some more improvement is needed, playing a bit with the field of view and the lightning.

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Nice sunday post, isn’t it? But where is a demonstration video? Not yet, its still sunday and i’am lazy to do it. Maybe tomorrow:)





signalinging

8 08 2009

After watching and reading Udart’s tutorial how not to spend money for a super-expansive mixer, i gave a try. First bought a fire wire 800 cable and after i tested. Spending up to six minutes with the setup, i was able to send 3L signal to quatz composer, and i was happy. why 3L?  because it has a built-in DV ouput, so the final ouput (or the separated objects) could be sent via firewire.

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The latency is latency but not so decent. And yes, its fitting into my new vj set concept, i can use another computer output as an input, probably the only input and everything else is just effects. 3L-s shapes and forms are good examples, the sound reactivity is easy and effective, need some practice, but working well.

Some older 3L videos of mine:

[VIMEO 1600535]
[VIMEO 1484424]
[VIMEO 1477329]





random receipt for a good glitch

30 07 2009

I tested COGE today morning (happy beta tester life), everything went fine, tested the built-in OpenEmu player, ( and of course Vade’s special glitch ROM) and worked well. After it just quit, and i needed to make some graphic works (i dont like it), so i started a graphic editor (not Ad.be) and voila i was able to produce this random glitch.

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Very carefully i made some transformations and rotations, so i had some parameters to play with.

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Well, this is just a correction or definition of the glitch:

computer glitch is the failure of a system, usually containing a computing device, to complete its functions or to perform them properly. It frequently refers to an error which is not detected at the time it occurs but shows up later in data errors or incorrect human decisions. While the fault is usually attributed to the computer hardware, this is often not the case since hardware failures rarely go undetected.

Its a kind of movement nowdays, artist producing glitch (or producing this kind of failure). There are several groups collecting glitchy images:

http://www.flickr.com/groups/glitches/pool/

Or  Vade, mentioned above, who is writing kind of video generators, utilizing the fragments left in the videocard, to rebuild picture structures.

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Re-Richter

28 07 2009

Browsing my old HD, i found an older work, what i did in 2006, as a university project.



Its a remake of Hans Richters Rhythm 21, but just a kind of, because i made a sound added version. My first idea was to upload it to vimeo, and get published. While i was waiting for the uploading, i just started to watch the old piece and many ideas came into my mind. I started a new QC project, added OpenCV, and in a few minutes: bingo, i got a kind of connection structure of the richter remake.

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So having those coordinates and connection lines it was easy now to send informations via OSC to an audio software, not a specific one, but Bidule seems the first choose. I needed to wait more while vimeo processing the video and i continued thinking about the additional data’s what i can get from the Richter piece. I added some 3D based weight map, and i got a new kind of visual result.

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While weight map is working with luminance, its possible to connect pixel brightness with another OSC parameter, and maybe to adjust some audio parameters as well. Probably i will choose a frequency generator, and basic filters (low pass, high pass).





Share your noizz

24 07 2009

Well, iam sitting in Kezmarok, at the second day of ‘our festival‘, and iam very excited about today event: share. Share is mostly a social event for artists, as musicians and visualists, getting together, jamming with the sound and visuals as well. There are many share events around world, from New York to Budapest.

So i will make some noizz, with the Super Collider based, ixi patch, amazing patch, with my collected and recorded glitchy sound samples.

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And meantime i will try to play some test laps from my destructured performance.

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I have two possibly jam partners for the night, Ilan and Servando. So if you are in kezmarok today, dont forget to get in to the culturehouse and enjoy the jamming:).





Game of Life and QC

21 07 2009

Today morning, drinking my first cafe, i just started to search random application on my iphone, and i used this keyword: cellular automat. I found one free and nice looking app. Read a review here. After i just started to make my small brainstorming and research, how i can utilize and involve in to my work. I found a node based design app. the name is GraphicDesignerToolbox. I made some short test, and realized how nice is the idea. Would be nice to have more options for the moving picture artists, or OSC input, but doesnt matter:)

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After i continued my research and i found this site: http://web.mac.com/wyntir/geekness/CA_Movies_in_Quartz.html

Very smart cocoa, basicly a quartz composition with a CI code (not that difficult kind). So i started my experiments. First tests are not a big deal, looking like a treshold and edges filters combination, but with some more tweaking, i will be able to utilize.

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pixelvar4








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