luke046 3 Posted May 29, 2013 Hello all, I've been doing some CHOPs n pyro test lately. Combining audio with animations is quite an interesting field I think. Also been playing with the pyro shader for different looks, appreciate any thoughts for improvements. My machine is a 2010 macbook pro, so a bit limited. Here's a test with pyro and CHOPs: And a older one with particles: Cheers! 2 Share this post Link to post Share on other sites
luke046 3 Posted May 30, 2013 Awesome!!! thank you! Share this post Link to post Share on other sites
old school 662 Posted May 30, 2013 Want it to go longer to see where you take it next... Share this post Link to post Share on other sites
luke046 3 Posted May 30, 2013 Hi Jeff, I'm actually rendering a few more seconds but it's the heaviest part(15-25min/frame) so it will take a while. Share this post Link to post Share on other sites
Netvudu 114 Posted May 30, 2013 great job Lukas. It´s inspiring. I´m just wondering what you will do for your next demo reel....editing the music as well? Share this post Link to post Share on other sites
luke046 3 Posted May 30, 2013 Thanks Javier! nice to hear. Ha yes I haven't thought about that.. But your right maybe I have to start editing the music now too :/ Share this post Link to post Share on other sites
luke046 3 Posted May 31, 2013 update, the pyro beat extended 10 s. Same link just replaced it Share this post Link to post Share on other sites
pcbiajante 2 Posted June 3, 2013 Awesome work Lukas! Congratulations! Share this post Link to post Share on other sites
DanBode 18 Posted June 3, 2013 This is totally rad dude! Share this post Link to post Share on other sites
luke046 3 Posted June 3, 2013 thanks guys! Hm might do a hires version with some shader improvements Share this post Link to post Share on other sites
luke046 3 Posted June 25, 2013 (edited) Hi, I’ve done some more CHOPs driven pyro, but with RBDs as well. Thought I share it here, and any ideas for improvements is highly appreciated (specially on pyro shading/comp in Nuke). Still rendering this on my laptop so a bit limited but trying to optimize for decent renders/time. Fireballs https://vimeo.com/67566626 Some pyro shading and mixing color test. Painting https://vimeo.com/67820300 Here I’ve done a similar example to this fumefx test: https://vimeo.com/65370346, but also from geometry. Maybe this could be useful for example to art direct a colourful smoke from a mood board or so. Stones https://vimeo.com/68041804 And here I use same technique as Painting but emitting from a cracked object. Also pushes the smoke with the velocity from RBD. Rumble With this one I thought would be interesting to use lyrics from a song with the counter and beat from CHOPs. Heart This is the latest one. Here I use one geometry to keep it a constant look, but a counter switches between RBD sims to generate different cracks on the beat. I also added debris pieces flying around with the velocity field. Cheers! Edited June 25, 2013 by luke046 Share this post Link to post Share on other sites
zecko 0 Posted June 28, 2013 I'm inspired by your work! Share this post Link to post Share on other sites
J.Santos 18 Posted June 28, 2013 So cool! Awesome job! Share this post Link to post Share on other sites
Mandrake0 59 Posted June 28, 2013 haha you made my day.... wonderful work..... :-) Share this post Link to post Share on other sites
luke046 3 Posted June 28, 2013 (edited) Hey thanks guys! Hm here's a similar one but with FLIP instead: Edited June 28, 2013 by luke046 Share this post Link to post Share on other sites
acey195 174 Posted June 28, 2013 Great work , I was wondering, is the animation dependent on just the amplitude/volume of the music, or also on the pitch? I'm trying to set up some basics for visualizing audio now, but every time I change the pitch range, or change the pitch resolution, I have to rename all my CHOP channels manually again. Share this post Link to post Share on other sites
luke046 3 Posted June 28, 2013 Thanks man, glad you like it! Here the animation are based on the amplitude off the two channels, and a counter with a threshold on the amplitude. Be interesting to take out even more sound attributes like the pitch, but I think in my case it can get a bit unclear if to much going on already. Not familiar with that issue, but I try to have the final audio ready before I import to CHOPs. Maybe in your case you need to fix that in CHOPs though. Share this post Link to post Share on other sites
acey195 174 Posted June 29, 2013 Well it was not really an issue, more of a feature I thought was missing, but I solved it using this: http://vimeo.com/6930470 The problem with the approach I had earlier, is that I found it not "procedural" enough , but that is fixed now Share this post Link to post Share on other sites
luke046 3 Posted June 29, 2013 Ah, good you sorted it out. Yeah his tutorials are really great, hope you're audio viz turns out cool! Share this post Link to post Share on other sites