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Comments
I posted an explanation on the Beepstreet forum so I’ll just paste that here. Cheers.
The process I’ve been attempting to use is quite simple really. After feeding it the rules from the Drambo Docs, I asked Gemini to write me a processor shader of a dancing circle shape with various parameters.
I then applied this processor several times to different parts of the cat image (just one image, not broken up or layered), with a different gate/velocity sequencer or LFO driving each one. Mixer for background and drum on different layers.
The important parameter the processor shader needs is blur/falloff so that the dancing circle isn’t just a hard edged distortion on the incoming image texture. I don’t know whether there’s a more elegant way of doing this, it is the main flaw in the system (the distortions even when blurred are like lens distortions) but I know nothing about the coding intricacies and possibilities.
I’ve been experimenting a bit today with making an adjustable dancing line instead of a circle which is probably a better, more flexible approach ultimately?
Essentially, I’m trying to rig the image texture using a processor shader skeleton underneath.
Thanks for the heads up!
Super helpful, thx!
Thank you.
🙏🏾
These are very cool.
The colorful Drambo logo is a good starting point for abstracts! Now that you’ve mentioned it, it’s fun to spot remnants of the logo here and there in those colorful images. Nice!
Thank you @Gravitas 🙏
@bleep, thanks! You're right, it's a great starting point as it contains all of the primary colors (color theory?)
Edit: here's the project file with the visuals only. (I have a version with my music that I haven't quite finished yet) but happy to share the visual rack here if anyone would like to have a play with it.