• godinpants

    Back on this stuff again, so here i am to throw another shrimp on the barbie.

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  • godinpants

    It's almost been a year, so here's some new ones. Maybe one day i'll export them in consistent sizes.

    giftest.gif giffo.gif

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  • godinpants

    A couple of puredata patches rendered as gifs - mostly just 3d objects clipping in cool ways and the interactions that happen when they occupy the same space at once.
    that thing.gif rotator.gif tumblr_o1umaoxN5F1t0axfeo2_250.gif tumblr_nxmboaOrhX1t0axfeo1_500.gif

    In the end I'm combining rendered videos with hand drawn stuff in visual sets like this.


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  • godinpants

    I've been having a bit of fun recently with video synthesis and mapping it to 3D objects.
    Low-poly cones posing as pyramids.

    A bunch of cubes intersecting to create odd surfaces to interact with

    After making this I rotate the left cube so that it matched up with the right most cube.

    All of this is really simple, the basic patch is this. Audio can be sent individually to the first three inputs for varying colours or send the same audio to each input for black and white (the truest aesthetic).


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  • godinpants

    I'm working on some visual patches at the moment that involve loading up an image with an alpha channel onto a square so that I can play around with it as an object.

    The problem is, when I change the image, the previous image is left there.

    I've tried pinging my gemhead, I've tried telling pix_image and pix_texture to stop rendering, but when they come back, all the layers of things I've loaded remain there. I've even destroyed my gem window and it's there.

    Here's an example image.
    Screen Shot 2015-05-17 at 1.03.41 pm.png

    Is it just a matter of running different gemheads and objects for each image I want to use?

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  • godinpants

    Yes. Beautiful. Just what I needed to dig myself back into a puredata hole.

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  • godinpants

    So I made this patch that would help me do dj type stuff.

    ill talk patch here for a while so my file can upload.
    be warned, its noisy, unorganised, and at times complete shit. and sometimes that kick will kill you, be careful if you have subs i guess.

    and i tried to make it as reusable as possible, unlike everything else i've done which is really good for one track.
    so stealing, or "learning" as you might call it from discussions on the forum, i pieced together the best i could do. but ultimately limiting a lot of what i did to the fact i control it with a toy guitar with some 13 buttons(more to come, im going to hack a mouse or joystick to add some more buttons, cc's)

    i basically split everything(loop wise) into 4 channels, drums, kick, melodic, rhythm
    the kick gets its own channel, that way i can crunch it up and it stays constant while everyone else is slamming about with stutters and whatnot.

    so 4 channels, what effects do i need? well a good old fashioned delay and distortion, that will do nicely. the gain goes up to 1.5X too, because i have a habit of turning everything up and up and up, so if i start at .7X, i'm giving myself room for later.
    they pan too, but i dont really use that much.

    each channels audio gets a fancy stutter deal, and the drums get a high feedback short time delay too.

    after that, each has a button to randomly pick a new loop(doesnt seem to work all that well, some never come up, while others repeat themselves)

    theres a button for me to trigger kicks when they aren't sequenced. and one to turn off the kick sequence.

    thats about it really.
    i think its heavily taken from hardoff's patches(really through these patches i was introduced to the whole stuttery world of breaks, and from there discovered breaks and distortion = fun), with bernielomax99's 16 step sequencer thrown in there.

    so, there you go, enjoy my wonderful patch, make suggestions on what i should do to make it better, complain that everything i do sounds kind of the same.

    (oh one thing though, i think all the delays maybe feed into the one? im not sure it just seemed like that towards the end, but im not sure)

    also, this was my first real experimentation with that nifty draw on canvas feature.

    adios chaps

    edit: complimentary album art.


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  • godinpants

    I'll try get some video of this running on monday afternoon, but it will be camera phone quality.

    This is a project i'm doing for uni, you can find a not very descriptive progress blog i'm doing as part of the project here http://shinyrobot.wordpress.com

    The idea has evolved a long way since it started.

    The sample playback borrows from something hardoff mentioned at some point. and the bass is butchered from obiwannabe(i'm horrible at synthesis, especially bass)

    So anyway the project itself is a big dish that you roll golfballs in.
    A camera tracks the golfballs in PD, and sends that data around to do different things.
    It scribbles up the spiral, and it was originally drawing waveforms which modulated against each other.

    It made these nice bubbly metallic sounds.
    a bit scratchier and more hollow sounding when it was actually used though.

    but after a lecturer suggested i make it sound less like max, i joked about a beatslicer because its something i like doing.
    so i did it.
    stutters/random jumps/flange type super delay are all picked randomly after being triggered by x and y being equal.
    i should might add more triggers, it depends on how i like the ratio when used with the real dish(im just testing on my webcam at home waving around for now)
    the bass pitch is being controlled by x and y added together and multiplied by 3, ending up with a range of 0-6
    I'm talking a lot.

    I'll chuck up a video in a few days.


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  • godinpants

    So I've been playing around with processing lately for this project im doing at uni.
    Part of it involves plotting a spiral tracked from a ball moving in a dish.

    But then i thought "hey, i'm capturing with PD, i'm getting audio through pd, why not just ditch processing and reduce the strain on the machine as well as OSC latency."

    So i started to play around with making GEM draw, but i quickly grew sick of using sliders for my X and Y values and wanted to set up some kind of automation. I knew that plotting a sine wave like this would result in a circle, but i wanted something more interesting, so i had the Y coordinates read the sine wave backwards(it was written to a table)

    So rather than draw the same path over and over(i wouldnt be able to see the result after one pass) i decided to offset the sine wave by 1ms each pass.

    The result is pretty nice.
    it starts something like this, slowly changing the shape of the ellipse

    Having let it run a bit longer

    I stopped it at this point.

    I've attached the patch if you want to play around.

    The table is 4410 samples long, so frequencies divisible by 10 will give you a full shape.


    posted in pixel# read more

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