Plexus tests:
More plexus experiments:
And a happy accident when using wrong debug buffer in overlay with a Y invert - I was really taken with the mirrored/kaleidoscopic motion so I’ll probably have more of a dig into that, but making the actual particle spawning and flow mirrored, to remove the ghosting and make the lighting correct:
Inspired by Sebastian Lague’s “Bad Apple but it’s a Fluid Simulation” video (using a source black and white video as a holdout matte), I tried the same through my fluid sim particles in Unity - a few audio glitches because Unity VideoPlayer doesn’t play nicely with the Unity Recorder package, and mine’s invert of Lague’s (used the monochrome source video as fluid obstacles/garbage matte) - but there’s a moment at 2m:40s where she drinks from the flask that just happens to work surprisingly well with the particles flowing out of the flask and into her outline
Messing about with a sampler (EP-133) and audio-reactive VFX in Unity - had to disconnect my iphone to record video, so the Launchpad and DJ2GO are just cycling LED pattern in this clip:
A few more experiments
Algoriddim Djay live stem separation:
Metaballs - marching cubes isosurface built from shuriken particle positions/sizes:
First test audio-reactive logo
Reworked for 3-band audio split (full fft spectrum split didn’t work as well as not enough control over thresholds and falloff):