Basically you use a PerlinNoise Texture and sample the lightness at an object's (small pixels above) position with Pipet.
The lightness is mapped to an angle/direction for each object (polar coordinates), everything else is a feedback loop :)
Hi, I added the Patch ... tried to make some things prettier, but seems like I broke something on the way ;)
I don't know about that symmetry all of a sudden ... not enough time to find the error right now, hope you don't mind. Maybe I'll get back to it ... otherwise feel free to modify.
Awesome! I think the symmetry arises from displaying the quad as points. So really what you see are its four corners that of course move synchronously. How did you achieve the clustering that is shown in the picture? Great stuff!
Hey Maks,
strange, that Quad was supposed to have a Scale of 0, so only 1 Point is displayed ... thanks for spotting.
The above picture was done when points that moved outside the renderer weren't set back to their origin, so it was an old version of the patch without the Store-Node.
I guess you could also play with the Lightness-Angle-Mappings ...
Found another error, of course the dampered values have to be checked in order to spot pixels that moved outside the renderer ...
How ?
I tried something similar to this:
http://www.generative-gestaltung.de/M_1_5_02_TOOL
Basically you use a PerlinNoise Texture and sample the lightness at an object's (small pixels above) position with Pipet.
The lightness is mapped to an angle/direction for each object (polar coordinates), everything else is a feedback loop :)
Would you be so kind to share your patch? I would very much appreciate it!
Hi, I added the Patch ... tried to make some things prettier, but seems like I broke something on the way ;)
I don't know about that symmetry all of a sudden ... not enough time to find the error right now, hope you don't mind. Maybe I'll get back to it ... otherwise feel free to modify.
Cool, thanks for the patch.
amazing. thanks for sharing!
Awesome! I think the symmetry arises from displaying the quad as points. So really what you see are its four corners that of course move synchronously. How did you achieve the clustering that is shown in the picture? Great stuff!
Hey Maks,
strange, that Quad was supposed to have a Scale of 0, so only 1 Point is displayed ... thanks for spotting.
The above picture was done when points that moved outside the renderer weren't set back to their origin, so it was an old version of the patch without the Store-Node.
I guess you could also play with the Lightness-Angle-Mappings ...
Found another error, of course the dampered values have to be checked in order to spot pixels that moved outside the renderer ...
Attached the fixed patch.