non linear iterated grid

noonanon's picture

Hi is any able to tell me how I can iterate an x y grid in a non linear pattern, Ive attached an image of what Im trying to acheive. Presume javascript is the way forward but am not so hot with stuff like that. Would be nice to find a way to effect a single row in the pattern as well

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windowgrid.png
windowgrid.png93.46 KB
windowgrid.qtz19.67 KB

itsthejayj's picture
Re: non linear iterated grid

Quickly modified your comp, shows how to modify a single row.

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windowgrid_singlerowadjust.qtz22.26 KB

noonanon's picture
Re: non linear iterated grid

nice one that seems to do the trick exactly

offonoll's picture
Re: non linear iterated grid

Ok. in order to distribute items using an iter, the best way to do that is using time generator patches such random, interpolation, LFO. you can control boundries/limits and use a very usefull sin and cos. inside to your sample, I introduce in both macropatches a random and an interpolation, do the time external and link position or index to that. so the time concepts=distance concept. its a nice trick. also goes with color distribution. I wish someone told me that before when I was starting.

hope this helps

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windowgrid_time dist.qtz23.28 KB

noonanon's picture
Re: non linear iterated grid

ok so jayj's wasnt so perfect after all in terms of being able to control the pattern - its a bit hitnmiss using percentages, but the row selector was pretty useful. Ive taken a different route and nested each x and y pattern inside each other to give me more control over the pattern.

Ive also combined the row selector to allow me to select which of the nested rows to apply the height transform to, them repeated that to move row 31 up, problem is i cant figure out how to select row 32 and move that up aswell, any ideas

Thanks for the heads up on the time based controllers offnoll, will come in handy later when i need to effect my grid array, but for now i need to get the grid spot on before I can play with it - its for a building projection

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windowgrid_precise.qtz71.13 KB

noonanon's picture
Re: non linear iterated grid

Got it working in case anyone else is interested.

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windowgrid_precise.qtz72.04 KB

buano's picture
Light Sculpture (Glitch Mapping)

I just put together a new video of our documentation for the Light Sculpture (Glitch Mapping) project we did as part of the Narracje festival in Gdansk (Poland).

We used a combination of Kineme's great GL tools and Vade's glitch plugins to create a sound reactive patch which augments to the building's surrounding environment. All run through VDMX and projected in 1080p portrait using a couple of 30K beamers:)

You can take a look at the video here on our YouTube channel.

ps how do i make the attached image show in the post instead of an attachment?

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YUVa_CDT_Gdansk.jpg
YUVa_CDT_Gdansk.jpg65.28 KB

cybero's picture
Re: Light Sculpture (Glitch Mapping)

Use the Markdown Extra

<div markdown="picture">
<img src="http://kineme.net/files/YUVa_CDT_Gdansk.jpg"></img>
</div>

Upload the file so you can snag its URL on Kineme's server first, use Preview rather than Post, otherwise you run the risk of others responding to your post whilst you are still figuring out how to display the file from its actual path on Kineme's server.

Once your post has been responded to, you won't be able to update / edit it, so stay in Preview until you are satisfied with the results of your post.

Nice projection - how loud was the music buano , :-) ?

buano's picture
Re: Light Sculpture (Glitch Mapping)

Ah cool div's work :) thanks for that!

The music/sound was fairly loud. It was played down at street level from a PA...lots of bass as i remember so it shook like a tram going past.

gtoledo3's picture
Re: Light Sculpture (Glitch Mapping)

I'm curious... what was the point of using the shader, and cubes, as opposed to texturing sprites? The great thing about just texturing sprites, is that you can use image texturing properties for some great tricks - switching between each sprite being the same image, or having them all comprise one big image... or cool slit scan type effects.

As is, the texture is mapping to the blocks in a kind of strange way... and if you wanted to just change color, it's probably more efficient to avoid GLSL, and just use the built in color input on the blocks.

All the same, I love seeing QC used on more projects like this! Great job!

noonanon's picture
Re: Light Sculpture (Glitch Mapping)

...err your right there was no point in using the glsl shader - I think it just got left in there as a quick colouring effect. For the actual project I used normal texturing tricks like you described on the front faces of the cube and then used gl polygon mode to switch between texturing and wireframe which allowed me to see the cubes and create a depth effect moving from the front face of the building to its back wall. Then used the GL Matrix Mult to adjust the perspective to make sense from ground level as opposed to the center of the comp