Experiment 9
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In this experiment I looked at emissive materials and post-processing affects to achieve gorgeous ambient lighting affects with baked global illumination. I am disappointed that because emissive materials are baked that they are not able to create shadows from dynamic objects. I looked at ways to fake this such as using mixed lighting techniques - point lights (which are realtime) in the same location and with the same hue as emissive material to fake shadow casts. It seems to somewhat work.

 

In terms of post processign I looked at using the unity stack to Colourgrade and make images pop. Was also impressed my Keirjiro post processign series, which have some great retro futuristic looks.

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Experiment 8

In this experiment I am using automation data which allows me to create waveform like data in order to achieve the kind of delayed attack like affect I discussed in the previous post. You can see her also as I move the waveform up and down the bar, the cubes close in on one another more. I have not yet maapped to smooth data in c# script, but I am on to it. 

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Experiment 7

Here is an example of another OSC script I wrote to affect other useful variable parameters of a different particle spray script. Again, I can control these externally using OSC data, here I am using Touch Designer Sliders to do so. 

Some of the spray scripts variables are work with differing ranges, besides normalised 0-1, which is what sends from Ableton, I can scale values in Touch. However, I actually made have been thinking about ways I can do this in the c# script so I can always send normalised but when the script receives it it scales to the right range. For now I am multiplying the in coming  normalised value to the max range I want which works, However, I know there are other methods. I do want to explore smoothing values in the c# script to, for example if i send a kick, its a hard 0-1 but this dynamic doesn't work for all modulating. Smoothing the attack of the data, so it slopes to 1 and the back down to 0, is something I need to implemtn into my scripting capabilities soon. 

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Experiment 6

In this experiment, I achieved modulating multiple script variable parameters from one script. This allows me to affect these with different string addresses. Here I am changing the variable of the stream particle system with some sliders in Touch Designer. 

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Experiment 5

Here I use a script I wrote to modulate the throttle of a particle system with OSC data coming out from Ableton. This is my first success modulating public component variables from other sources. I switched from ext OC asset to the uni OSC asset as it had better documetnation.  

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Experiment 4

In this experiment I use a invisible cube to attract a string like particle system created by Keijiro Takahashi. The cube has a player controller on it and can move up down, left right and forward with keyboard commands. 

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Experiment 3

An experiment in modulating a 3D objects in realtime with OSC data in Touch Designer. Each model and transformation is triggered by OSC messages from the Ableton project that contains the audio set. 

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Experiment 2

Test integrating uniOSC asset to send Boolean data to switch on and off game objects with MIDI notes from Ableton.

 

 

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Experiment 1

This experiment is a test in importing FBX skeleton animations and PBR textures into UNITY. I attempted to get extOSC an asset to work so I could trigger the spawning with an OSC command. This is an early attempt to be able to create 3D world that can be modulated by sound data.

Did not manage to achieve it this week. Working on the OSC for next. 

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