Thursday, 20 April 2017

Final Patch Part 1

Apart from some alterations and any additional finishing touches, the patch is complete If i do make further adjustments, that will be written about in another post aptly named part 2. I have the main structure and concept working. The octagonal shapes float around and slowly change colour and rotate until the music is played. With the beatdetector and FFT in the patch, they change various parts of the shape in time with the music.

The patch contains a segment node that create the octagonal shapes. There is a HSV attached to the colour part of the node with both saturation and hue exposed. This is so I can attach a circular spread and an LFO to the hue to create the constant colour shifting effect. The saturation is controlled by one of the values produced from the FFT, increasing and decreasing the saturation through a mapped value. This is so give some intensity to parts of the music.


I have two random spreads on translate X and Y on the transform node attached to the segment node. This, plus two random nodes help generate random positions along with the beat.



In the main patch, I have the beat detector and the FFT nodes. The beat detector changing the position and creating the pulsing effect. I have sub patched what is attached to the FFT as it helps keep it tidy. Within this are all the values produced by the frequencies in music that the FFT reads. These are resampled into a spread count of 10 and then sent into a map to help get useable values I can attach to other nodes to create different effects. I then use the Getslice node to select one of the values and attach it to things like the saturation, glow amount and to control the rotation effect.


To create the rotation, I first set up a multiflipflop node. I then use the less than and greater than nodes to set the values which trigger the toggle. I then sent the outcome to a Getslice node and then through a damper to make sure the transition in rotation is smooth. This I have subpatched to keep the main patch clean.


I have given the patch an idle state. I created a switch where I have attached the value from the FFT that rotates it and an LFO with one on either input. I linked the toggle from the play button on the filestream to this switch and it turns it to the FFT data input. When the play button is pressed, it then goes back to the idle state with the LFO on the other input. Similarly, I have done the same thing with the saturation. It was slightly trickier to do the same with movement.  This so that when it is in a room, something appealing is still visual on the wall and not just dormant. I copied the random spread nodes and sent them both into a transform node. This will then go into a node switch and the play button switches between the idle one that runs on an LFO and the other than runs on the beat detector.




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