animated noise, going through turbulence, circular, chips, and combining them in a mix node
- also did this music piece today (fender strat recorded on iphone)
- rendered throughout the night, 4-5 frames per minute render
vibrational flow (animated noise texture)
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
Last edited by acc24ex on Fri Jul 31, 2015 7:09 pm, edited 5 times in total.
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part #2
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part #3
- each time the song is slided 20 seconds so eventually the whole thing will be played out in sequence
- each time the song is slided 20 seconds so eventually the whole thing will be played out in sequence
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- blobbybarack
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Hipnotic.
blobbybarack wrote:Hipnotic.

here's one more, it's noise:chips animated via translate and rotation nodes, I'll complete the circle with another one, enjoy
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- blobbybarack
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cool.
No idea if you use standalone or an octane plugin inside your host 3D app.
In the second case you could try something.
You could try to link sound analysis data to fractal property.
Like sound amplitude input into roughness or whatever.....
No idea if you use standalone or an octane plugin inside your host 3D app.
In the second case you could try something.
You could try to link sound analysis data to fractal property.
Like sound amplitude input into roughness or whatever.....
final in the series, anyone interested in downloading these in uncompressed full HD?
- I'm doing this in 3ds max, I could probably drive values through the audio controller, but when I start fiddling with controls I may never finish anything - I pushed these through to use them as future VJ samples, and maybe use after effects or similar audio controlers - just needed some raw more generic data that can fit in more situations ..
- actually there's a few more features I'd like to try out and sync to audio, will try and do that - even this can come out messy, one time renders produce 0 bytes, other times stops rendering after a thousand frames, it's a lot of work just pushing everything through, no time for a lot of fine tunings, assembling video, adding music, and exporting is at least like half an hour at highest setting with no fiddling - animators are underpaid :/
- I'm doing this in 3ds max, I could probably drive values through the audio controller, but when I start fiddling with controls I may never finish anything - I pushed these through to use them as future VJ samples, and maybe use after effects or similar audio controlers - just needed some raw more generic data that can fit in more situations ..
- actually there's a few more features I'd like to try out and sync to audio, will try and do that - even this can come out messy, one time renders produce 0 bytes, other times stops rendering after a thousand frames, it's a lot of work just pushing everything through, no time for a lot of fine tunings, assembling video, adding music, and exporting is at least like half an hour at highest setting with no fiddling - animators are underpaid :/
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax