Wednesday, 20 August 2014

Unity 3D
For my final composition in unity I played with a few different aspects to create my final scene. I created a terrain where the outsides of the terrain are all very high mountains that have been painted black, where the character is standing is painted with grass and stone and also has alot of trees painted in. The area is also surrounded by a translucent sphere so that it would look like clouds or fog to the player. I played with the oscillating script and got some interesting effects with the cubes and the large spheres that slowly raise into the air, I also added particle systems and lighting to the large spheres to give them more of a dramatic effect. I added in some very large trees and ontop of the largest tree I added a particle system so that it would like the tree is releasing seedlings from its branches. I also added in a directional light to act as the sun and added a lens flare to it. I have named my scene "Tree Seedlings" because the atmosphere is that of giant trees releasing their seedlings.


Quartz Composer
For my final Quartz Composer composition I wanted to explore the replicate in space macro patch, What I did was create a cube that was being rotated by an interpolation, then I put that inside a replicate in space patch which was also being effected by an interpolation this time effecting the final x position of the cubes, this was then put within another 2 replicate in space patches to create my final composition. Even though the coding of this composition is fairly simple I think it creates a very effective final composition. I have named this composition "Exploding Squares" because it looks like as the squares come together the explode out into the space.





Processing
For my final composition in processing I played with for loops and random numbers. I created a for loop to create circles that would be different sizes that follow the mouse pointer, I also had the fill have random colours using the random() function with the alpha reduced so the circles are transparent. With all of this it created an effect where multiple different circle will be layered ontop of each other all of different colours and eventually as the colours build up they all blend into a blueish white. Because the start of the composition looks the best before the colours build up to much I added in a function so that when you press a key on the keyboard it will fill in the top layer with black so that you can keep painting with the circles. I also turned the frame rate down because if it was fully up the circles would overlap too much ruining the effect.
Here is the code of my composition.
void setup() {
  size(1000,1000);
  background(10,10,10);
  frameRate(30);
}

void draw() {
  noStroke();
  for (int i = 0; i < 5; i++) {
    float r = random(255);
    fill(random(150),random(100),random(90),2);
    ellipse(mouseX+i,mouseY-i,i-r,i-r);
  }

}
void keyPressed() {
  int keyIndex = -1;
  if (key == 'p') {
    keyIndex = key - 'A';
  } else if (key == 'o') {
    keyIndex = key - 'a';
  }
  if (keyIndex == -1) {
    background(0);
  } else {
    fill(mouseX,mouseY,125);
  }
}

And some screenshots showing the effects you can achieve with this composition.



Threejs Playground
For my final composition for threejs playground I took one of my favorite previous compositions and remixed it. To create my final composition I added in the render trails snippet and got some very interesting results. Here are some screenshots from the composition.


It created this very interesting composition because the particle system I had added in now had trails render behind them and this fills the screen until the "earth" comes back overtop of the camera and kind of resets the trails. When the earth goes into the background it seems to disappear, this is because of the fog I added to the scene, then when the earth comes back through the fog it looks to explode through.
I have named my composition "Earth Trails".

Wednesday, 13 August 2014

Unity 3D

Test 1
For this scene I created a scene in Google sketchup and used playup tools to export the objects as assets that unity can read, I then took the objects and re sized, rotated, translated and duplicated them in unity to create my scene. I also added some particle effects in.

Test 2
For this scene I also created the objects used in Google sketchup, I textured my shape and used the array function to create lots of them. I then imported this scene into unity using the playup tools and I then placed my character very high up in the objects so that you would fall through them, I also added in some lighting and particle effects to the scene.

Test 3
For this scene I altered the terrain using brushes and textures I found on the internet. I added in particle effects to make it look as if it was snowing and added in some shapes and used ctr+c ctr+v to create some interesting effects. I used the oscillating script on one of the lights in the screen and also used another script to have spheres with particle trails follow the character.


Tuesday, 5 August 2014

Quartz Composer
Here are some expreiments I did using Quartz Composer

Voice Particles
In this experiment I had a particle producer set to the input volume of the microphone so that as more noise comes in the amount of particles increase and the colours also change. I also overlayed 6 different images and use the bloom tool to alter the images, i set the colour of the bloom to a LFO and changed the colour of every image to be different so every now and again the images will all turn into a different colour e.g green, blue, red, yellow etc.


ASCII
For this experiment I used the ASCII art function to convert the camera to letters and numbers to represent the image, I also set the amount of ASCII symbols to a random LFO so that it would cycle through different amounts of letters on the screen at one time creating a cool effect.


Voice of Space
For this experiment i had the idea of taking Rene Magritte's painting "voice of space" and animating the spheres, I had the original image projected onto the screen and then i used Photoshop to make a texture to cover a sphere and then layered 3 spheres with that texture over top of the originals, I also used a LFO to rotate the spheres along the y axis.