Ctrld Chaos
Generating Geometry, Pushing Pixels, Realtime Randomness.
Adelaide + Vancouver
Chunky Circle Glass Greeble Iris in @notchvfx .
.
The main systems here is 2D Primitive Circles and the Greeble Deformer.
.
There are 4 rings, each one is a Primitive 2D Circle with the inner radius set to 0.125 smaller than the outer, progressively getting larger.
.
Each ring has an independent Greeble Deformer node with different seed values attached to break up and Extrude the surface.
.
4 Math Modifier set to Interpolated noise with different time offsets spin the rings ba k amd forth in the bank rotation.
.
All 4 greebled rings then feed into a Combine Geometry node with a Wireframe to Geometry deformer. This creates the solid cage edges around the extrusions.
.
For materials, the main shape is a Glass Material set to single sided SSS, and the wireframe is a highly reflective and bright material to catch the lighting.
.
Speaking of lighting, 2x spotlights orbit the rings with a slight heading offset alternating between Red and Cyan. A third spotlight faces forward from behind to backlight the structure in white.
.
I actually messed up the Camera position range remaps connecting the Y position to heading rotation instead of Pitch. This gave the floating around movement instead of the more static look around motion.
.
Film Grading and Glow for polish as well as testing out a tone map on the camera.
.
Been a few moons since I last uploaded so feels good to finally finish the glass greeble row of renders.
.
Hope everyone is having a fantastic week.
.
As usual swipe across for some still frames and a screenshot of the Node Graph
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #glass #greeble #circles #refraction #spinning #redandcyan #iris #pathtracer #simpleandclean #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Chunky Circle Glass Greeble Iris in @notchvfx .
.
The main systems here is 2D Primitive Circles and the Greeble Deformer.
.
There are 4 rings, each one is a Primitive 2D Circle with the inner radius set to 0.125 smaller than the outer, progressively getting larger.
.
Each ring has an independent Greeble Deformer node with different seed values attached to break up and Extrude the surface.
.
4 Math Modifier set to Interpolated noise with different time offsets spin the rings ba k amd forth in the bank rotation.
.
All 4 greebled rings then feed into a Combine Geometry node with a Wireframe to Geometry deformer. This creates the solid cage edges around the extrusions.
.
For materials, the main shape is a Glass Material set to single sided SSS, and the wireframe is a highly reflective and bright material to catch the lighting.
.
Speaking of lighting, 2x spotlights orbit the rings with a slight heading offset alternating between Red and Cyan. A third spotlight faces forward from behind to backlight the structure in white.
.
I actually messed up the Camera position range remaps connecting the Y position to heading rotation instead of Pitch. This gave the floating around movement instead of the more static look around motion.
.
Film Grading and Glow for polish as well as testing out a tone map on the camera.
.
Been a few moons since I last uploaded so feels good to finally finish the glass greeble row of renders.
.
Hope everyone is having a fantastic week.
.
As usual swipe across for some still frames and a screenshot of the Node Graph
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #glass #greeble #circles #refraction #spinning #redandcyan #iris #pathtracer #simpleandclean #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Chunky Circle Glass Greeble Iris in @notchvfx .
.
The main systems here is 2D Primitive Circles and the Greeble Deformer.
.
There are 4 rings, each one is a Primitive 2D Circle with the inner radius set to 0.125 smaller than the outer, progressively getting larger.
.
Each ring has an independent Greeble Deformer node with different seed values attached to break up and Extrude the surface.
.
4 Math Modifier set to Interpolated noise with different time offsets spin the rings ba k amd forth in the bank rotation.
.
All 4 greebled rings then feed into a Combine Geometry node with a Wireframe to Geometry deformer. This creates the solid cage edges around the extrusions.
.
For materials, the main shape is a Glass Material set to single sided SSS, and the wireframe is a highly reflective and bright material to catch the lighting.
.
Speaking of lighting, 2x spotlights orbit the rings with a slight heading offset alternating between Red and Cyan. A third spotlight faces forward from behind to backlight the structure in white.
.
I actually messed up the Camera position range remaps connecting the Y position to heading rotation instead of Pitch. This gave the floating around movement instead of the more static look around motion.
.
Film Grading and Glow for polish as well as testing out a tone map on the camera.
.
Been a few moons since I last uploaded so feels good to finally finish the glass greeble row of renders.
.
Hope everyone is having a fantastic week.
.
As usual swipe across for some still frames and a screenshot of the Node Graph
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #glass #greeble #circles #refraction #spinning #redandcyan #iris #pathtracer #simpleandclean #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Chunky Circle Glass Greeble Iris in @notchvfx .
.
The main systems here is 2D Primitive Circles and the Greeble Deformer.
.
There are 4 rings, each one is a Primitive 2D Circle with the inner radius set to 0.125 smaller than the outer, progressively getting larger.
.
Each ring has an independent Greeble Deformer node with different seed values attached to break up and Extrude the surface.
.
4 Math Modifier set to Interpolated noise with different time offsets spin the rings ba k amd forth in the bank rotation.
.
All 4 greebled rings then feed into a Combine Geometry node with a Wireframe to Geometry deformer. This creates the solid cage edges around the extrusions.
.
For materials, the main shape is a Glass Material set to single sided SSS, and the wireframe is a highly reflective and bright material to catch the lighting.
.
Speaking of lighting, 2x spotlights orbit the rings with a slight heading offset alternating between Red and Cyan. A third spotlight faces forward from behind to backlight the structure in white.
.
I actually messed up the Camera position range remaps connecting the Y position to heading rotation instead of Pitch. This gave the floating around movement instead of the more static look around motion.
.
Film Grading and Glow for polish as well as testing out a tone map on the camera.
.
Been a few moons since I last uploaded so feels good to finally finish the glass greeble row of renders.
.
Hope everyone is having a fantastic week.
.
As usual swipe across for some still frames and a screenshot of the Node Graph
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #glass #greeble #circles #refraction #spinning #redandcyan #iris #pathtracer #simpleandclean #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Chunky Circle Glass Greeble Iris in @notchvfx .
.
The main systems here is 2D Primitive Circles and the Greeble Deformer.
.
There are 4 rings, each one is a Primitive 2D Circle with the inner radius set to 0.125 smaller than the outer, progressively getting larger.
.
Each ring has an independent Greeble Deformer node with different seed values attached to break up and Extrude the surface.
.
4 Math Modifier set to Interpolated noise with different time offsets spin the rings ba k amd forth in the bank rotation.
.
All 4 greebled rings then feed into a Combine Geometry node with a Wireframe to Geometry deformer. This creates the solid cage edges around the extrusions.
.
For materials, the main shape is a Glass Material set to single sided SSS, and the wireframe is a highly reflective and bright material to catch the lighting.
.
Speaking of lighting, 2x spotlights orbit the rings with a slight heading offset alternating between Red and Cyan. A third spotlight faces forward from behind to backlight the structure in white.
.
I actually messed up the Camera position range remaps connecting the Y position to heading rotation instead of Pitch. This gave the floating around movement instead of the more static look around motion.
.
Film Grading and Glow for polish as well as testing out a tone map on the camera.
.
Been a few moons since I last uploaded so feels good to finally finish the glass greeble row of renders.
.
Hope everyone is having a fantastic week.
.
As usual swipe across for some still frames and a screenshot of the Node Graph
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #glass #greeble #circles #refraction #spinning #redandcyan #iris #pathtracer #simpleandclean #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands
Greeble Glass Cavity Cube in @notchvfx .
.
The main system at play here is Procedurals.
.
For today's experiments with Greeble Icospheres I wanted to see what a void in glass would look like. To do this I used Procedurals as they let us perform boolean Subtract operations.
.
The Primitive Icosphere has iterations set to 1, a Greeble Deformer attached, visibility set to 0, and is fed into a Procedural 3D Object generator.
.
This operator is changed from Union to Subtract CSG mode, so when placed at the bottom of the Procedural stack it will carve that shape from the other objects above it.
.
To create the 2 halves of the cube I used 2 Procedual Box Prinitive generators, each parented to their own Procedural Mesher node as they will need separate materials. Each Proc Mesh also links to the 3d Object Generator.
.
The box is set to 0.5 Z scale and offset by 0.5 and -0.5 Z position respectively to form the cube. Edges were bevelled slightly, and subtle smoothing introduced on the Proc Mesh nodes.
.
One side has a clear Glass Material, the other a semi rough Glass with high blue Absorbtion. A bit of Chromatic Aberration also dialled in on the materials.
.
This gives a nice hint of the blue even when viewing through the clear section, and is a nice play of textures and warped perspective.
.
To light the scene a Skylight was paired with the Pathtracer Renderer for maximum Refraction and reflection bounce details.
.
Extra shine was added with a Glow, Film Grading, and Physical Glow nodes.
.
I really like how this one turned out while using only a small amount of nodes and no external resources.
.
Been feeling a bit blue and creatively empty recently so this was a nice way to confront those emotions and turn them into something positive.
.
Hope everyone is having a fantastic day!
.
As usual swipe across for a still and a screenshot of the Node Graph.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #glass #greeble #icosphere #refraction #boolean #procedurals #void #pathtracer #simpleandclean #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Greeble Glass Cavity Cube in @notchvfx .
.
The main system at play here is Procedurals.
.
For today's experiments with Greeble Icospheres I wanted to see what a void in glass would look like. To do this I used Procedurals as they let us perform boolean Subtract operations.
.
The Primitive Icosphere has iterations set to 1, a Greeble Deformer attached, visibility set to 0, and is fed into a Procedural 3D Object generator.
.
This operator is changed from Union to Subtract CSG mode, so when placed at the bottom of the Procedural stack it will carve that shape from the other objects above it.
.
To create the 2 halves of the cube I used 2 Procedual Box Prinitive generators, each parented to their own Procedural Mesher node as they will need separate materials. Each Proc Mesh also links to the 3d Object Generator.
.
The box is set to 0.5 Z scale and offset by 0.5 and -0.5 Z position respectively to form the cube. Edges were bevelled slightly, and subtle smoothing introduced on the Proc Mesh nodes.
.
One side has a clear Glass Material, the other a semi rough Glass with high blue Absorbtion. A bit of Chromatic Aberration also dialled in on the materials.
.
This gives a nice hint of the blue even when viewing through the clear section, and is a nice play of textures and warped perspective.
.
To light the scene a Skylight was paired with the Pathtracer Renderer for maximum Refraction and reflection bounce details.
.
Extra shine was added with a Glow, Film Grading, and Physical Glow nodes.
.
I really like how this one turned out while using only a small amount of nodes and no external resources.
.
Been feeling a bit blue and creatively empty recently so this was a nice way to confront those emotions and turn them into something positive.
.
Hope everyone is having a fantastic day!
.
As usual swipe across for a still and a screenshot of the Node Graph.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #glass #greeble #icosphere #refraction #boolean #procedurals #void #pathtracer #simpleandclean #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Greeble Glass Cavity Cube in @notchvfx .
.
The main system at play here is Procedurals.
.
For today's experiments with Greeble Icospheres I wanted to see what a void in glass would look like. To do this I used Procedurals as they let us perform boolean Subtract operations.
.
The Primitive Icosphere has iterations set to 1, a Greeble Deformer attached, visibility set to 0, and is fed into a Procedural 3D Object generator.
.
This operator is changed from Union to Subtract CSG mode, so when placed at the bottom of the Procedural stack it will carve that shape from the other objects above it.
.
To create the 2 halves of the cube I used 2 Procedual Box Prinitive generators, each parented to their own Procedural Mesher node as they will need separate materials. Each Proc Mesh also links to the 3d Object Generator.
.
The box is set to 0.5 Z scale and offset by 0.5 and -0.5 Z position respectively to form the cube. Edges were bevelled slightly, and subtle smoothing introduced on the Proc Mesh nodes.
.
One side has a clear Glass Material, the other a semi rough Glass with high blue Absorbtion. A bit of Chromatic Aberration also dialled in on the materials.
.
This gives a nice hint of the blue even when viewing through the clear section, and is a nice play of textures and warped perspective.
.
To light the scene a Skylight was paired with the Pathtracer Renderer for maximum Refraction and reflection bounce details.
.
Extra shine was added with a Glow, Film Grading, and Physical Glow nodes.
.
I really like how this one turned out while using only a small amount of nodes and no external resources.
.
Been feeling a bit blue and creatively empty recently so this was a nice way to confront those emotions and turn them into something positive.
.
Hope everyone is having a fantastic day!
.
As usual swipe across for a still and a screenshot of the Node Graph.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #glass #greeble #icosphere #refraction #boolean #procedurals #void #pathtracer #simpleandclean #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands
Greeble Glass Icosphere City in @notchvfx .
.
The main systems at work here are Greeble and Wireframe Geometry deformers.
.
Was super cool to meet everyone at @_thenode in Melbourne last week, so many great talks and new perspectives on motion design. Also big thanks to James at @yescaptain_ for the shoutout during the event. Highly recommend this conference to everyone in the mograph space.
.
I wanted to make something simple and clean with this one, so it was time for the trusty Primitive Icosphere to return.
.
The city is an Icosphere with a Greeble deformer set to 2 iterations, and this is also fed into a Duplicate Geometry node which takes the now extruded mesh and makes a copy.
.
To this copy we add the Wireframe to Geometry node and turn off the vertex Spheres. By adding an emissive white texture we get our glowing outlines, and as the original mesh is separate, we add a black solid material to that so the backfaces are hidden.
.
The glass shell is a similar setup with a Primitive Icosphere, Duplicate Geometry, and another Wireframe to Geometry on the copy.
.
Here both meshes share the same Glass Material and some subtle Chromatic Aberration is introduced alongside a tiny bit of Roughness.
.
As this was going to Instagram, I used the Pathtracer Renderer for maximum quality, although with some minor tweaks this can easily run realtime with the Hybrid Renderer without much quality loss.
.
A small amount of Depth of Field was dialled in and that's it. No extra post processing, no glows, just the raw render.
.
Really is a pretty simple setup with only a handful of nodes and no external assets. There isn't even a light in the scene.
.
Pretty stoked at the new NURA render system, allowing to build once then just swap out the render node to go between realtime fast, or export render super crisp video on the fly.
.
Had a great time in the big city, now I need to get back to regular programming and prepare for the upcoming December shows.
.
Hope everyone is having a fantastic day!
.
As usual swipe across for a screenshot of the Node Graph.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #glass #greeble #city #icosp

Greeble Glass Icosphere City in @notchvfx .
.
The main systems at work here are Greeble and Wireframe Geometry deformers.
.
Was super cool to meet everyone at @_thenode in Melbourne last week, so many great talks and new perspectives on motion design. Also big thanks to James at @yescaptain_ for the shoutout during the event. Highly recommend this conference to everyone in the mograph space.
.
I wanted to make something simple and clean with this one, so it was time for the trusty Primitive Icosphere to return.
.
The city is an Icosphere with a Greeble deformer set to 2 iterations, and this is also fed into a Duplicate Geometry node which takes the now extruded mesh and makes a copy.
.
To this copy we add the Wireframe to Geometry node and turn off the vertex Spheres. By adding an emissive white texture we get our glowing outlines, and as the original mesh is separate, we add a black solid material to that so the backfaces are hidden.
.
The glass shell is a similar setup with a Primitive Icosphere, Duplicate Geometry, and another Wireframe to Geometry on the copy.
.
Here both meshes share the same Glass Material and some subtle Chromatic Aberration is introduced alongside a tiny bit of Roughness.
.
As this was going to Instagram, I used the Pathtracer Renderer for maximum quality, although with some minor tweaks this can easily run realtime with the Hybrid Renderer without much quality loss.
.
A small amount of Depth of Field was dialled in and that's it. No extra post processing, no glows, just the raw render.
.
Really is a pretty simple setup with only a handful of nodes and no external assets. There isn't even a light in the scene.
.
Pretty stoked at the new NURA render system, allowing to build once then just swap out the render node to go between realtime fast, or export render super crisp video on the fly.
.
Had a great time in the big city, now I need to get back to regular programming and prepare for the upcoming December shows.
.
Hope everyone is having a fantastic day!
.
As usual swipe across for a screenshot of the Node Graph.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #glass #greeble #city #icosp
String Ring Vortex 100% realtime in @resolume Wire , playing back in Arena.
.
The main system at work here is lots of linear transform driven iterations.
.
The text is set on top of a 2d Rectangle usomg a Video Mixer node, which is then bent into a ring with the Polar node.
.
To make the series of rings, a Linear node was fed into the scale value of the Transform, with the number of steps in the Linear exposed as an attribute integer. This allowed each ring to be created smaller than the one before it.
.
Additionally this let us also expose the minimum scale vale as a Float In so the ring shrinkage is also easy to tweak. This is the main thing giving the depth look.
.
To offset the fake tunnel, another linear (yes this node gets used a lot) offsets each ring in X and y from each other.
.
To add some extra animation and variance, Perlin Math nodes can be enabled to auto move the X and Y offsets..
.
Additional wavy motion added as a toggle to break up the static look by adding multiplied negative offsets via another linear.
.
I wanted a way to really sell the fake depth effect so I used duplicate and offset rings for hard shadows, and then also darkened each iteration with a linear node controlling brightness, descending each ring.
.
Would really love to be able to change the font in arena but in lieu of that functionality existing I exposed the text scale, height, and spacing to allow for shorter or longer phrases.
.
Sometimes it's fun to spiral out for a bit under controlled conditions.
.
Also a reminder to renew your Resolume licenses today for their annual half off thingy.
.
Hope everyone is having a fantastic day.
.
As usual swipe across for a screenshot of the Node Graph.
.
#ctrldchaos #resolume #wire #resolumewire #realtime #visuals #mograph #motiongraphics #vj #vjing #spiral #string #vortex #effect #instancing #text #rings #shadows #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

String Ring Vortex 100% realtime in @resolume Wire , playing back in Arena.
.
The main system at work here is lots of linear transform driven iterations.
.
The text is set on top of a 2d Rectangle usomg a Video Mixer node, which is then bent into a ring with the Polar node.
.
To make the series of rings, a Linear node was fed into the scale value of the Transform, with the number of steps in the Linear exposed as an attribute integer. This allowed each ring to be created smaller than the one before it.
.
Additionally this let us also expose the minimum scale vale as a Float In so the ring shrinkage is also easy to tweak. This is the main thing giving the depth look.
.
To offset the fake tunnel, another linear (yes this node gets used a lot) offsets each ring in X and y from each other.
.
To add some extra animation and variance, Perlin Math nodes can be enabled to auto move the X and Y offsets..
.
Additional wavy motion added as a toggle to break up the static look by adding multiplied negative offsets via another linear.
.
I wanted a way to really sell the fake depth effect so I used duplicate and offset rings for hard shadows, and then also darkened each iteration with a linear node controlling brightness, descending each ring.
.
Would really love to be able to change the font in arena but in lieu of that functionality existing I exposed the text scale, height, and spacing to allow for shorter or longer phrases.
.
Sometimes it's fun to spiral out for a bit under controlled conditions.
.
Also a reminder to renew your Resolume licenses today for their annual half off thingy.
.
Hope everyone is having a fantastic day.
.
As usual swipe across for a screenshot of the Node Graph.
.
#ctrldchaos #resolume #wire #resolumewire #realtime #visuals #mograph #motiongraphics #vj #vjing #spiral #string #vortex #effect #instancing #text #rings #shadows #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands
XL Candles Burning Birthday Block in @notchvfx inside @resolume .
.
The Experimental Notch Block FFGL for Resolume Arena was released publicly recently. And it has really opened up a lot of opportunities to push some cool realtime pixels for VJs.
.
I wanted to test building a dynamic birthday cake for times when a venue patron is celebrating their trip around the sun, so needed a way to dynamically add or remove candles.
.
2x Radial cloners were used here, one for 1-20, and another similar to add the additional 20 in a wider radius.
.
The candles are twisted Tapered Primitive Cylinders, with an extra Cylinder for a wick, and a Tapered Turbulence Deformed glowing Primitive Sphere for a flame.
.
Each candle also has an Omni Light that is spawned so more candles = brighter. These also cast dynamic shadows on the cake.
.
The cake consists of 3 bevelled Primitive Cylinders with a cell texture for the sponge, and an additional thinner Turbulence deformed cylinder for the batter filling.
.
The icing is a thin Primitive Cylinder with a circular Inverted weightmap so the vertical Displacement and Turbulence drags the edge rim downwards to make it look like it has dripped down the cake. Roughness and colour are exposed parameters.
.
Circular text was added with exposed string input to easily change the message if required.
.
An additional spotlight was added to light the cake when the candles were hidden and casts some nice additional shadows.
.
Finally the camera rotation and zoom was exposed so it can be controlled inside arena for nice spins and pitch shifts. These are automated with envelopes at the end of the video.
.
Another year orbiting Sol and still learning more and more each cycle. Shout outs to all I've met on this journey so far.
.
Hope everyone is also having a fantastic day!
.
As usual swipe across for a screenshot of the Node Graph.
.
#ctrldchaos #notchvfx #madewithnotch #resolume #ffgl #realtime #visuals #mograph #motiongraphics #vj #vjing #forty #candles #birthday #cake #cloners #procedurals #notchblock #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

XL Candles Burning Birthday Block in @notchvfx inside @resolume .
.
The Experimental Notch Block FFGL for Resolume Arena was released publicly recently. And it has really opened up a lot of opportunities to push some cool realtime pixels for VJs.
.
I wanted to test building a dynamic birthday cake for times when a venue patron is celebrating their trip around the sun, so needed a way to dynamically add or remove candles.
.
2x Radial cloners were used here, one for 1-20, and another similar to add the additional 20 in a wider radius.
.
The candles are twisted Tapered Primitive Cylinders, with an extra Cylinder for a wick, and a Tapered Turbulence Deformed glowing Primitive Sphere for a flame.
.
Each candle also has an Omni Light that is spawned so more candles = brighter. These also cast dynamic shadows on the cake.
.
The cake consists of 3 bevelled Primitive Cylinders with a cell texture for the sponge, and an additional thinner Turbulence deformed cylinder for the batter filling.
.
The icing is a thin Primitive Cylinder with a circular Inverted weightmap so the vertical Displacement and Turbulence drags the edge rim downwards to make it look like it has dripped down the cake. Roughness and colour are exposed parameters.
.
Circular text was added with exposed string input to easily change the message if required.
.
An additional spotlight was added to light the cake when the candles were hidden and casts some nice additional shadows.
.
Finally the camera rotation and zoom was exposed so it can be controlled inside arena for nice spins and pitch shifts. These are automated with envelopes at the end of the video.
.
Another year orbiting Sol and still learning more and more each cycle. Shout outs to all I've met on this journey so far.
.
Hope everyone is also having a fantastic day!
.
As usual swipe across for a screenshot of the Node Graph.
.
#ctrldchaos #notchvfx #madewithnotch #resolume #ffgl #realtime #visuals #mograph #motiongraphics #vj #vjing #forty #candles #birthday #cake #cloners #procedurals #notchblock #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands
Perpetually Plummeting Pumpkin Patch 100% in @resolume Wire.
.
You can grab this compiled Wire patch from gumroad, link in bio.
.
Apparently it's Pumpkin season up there in the northern half of the world so I wanted to join in remotely.
.
Been on a lot of long flights recently so have been diving back into Resolume Wire as it runs on my macbook air on battery for much longer than my show laptops.
.
Lots of iterations but this is the current version using a lot of 2d meshes to save processing.
.
To start, the Pumpkin is a circle 2d shape that is cloned with a Circle Pattern fed into the translation transform. A mirror is added to create a join seam in the middle and hide the full circle.
.
A Radial gradient is applied to the initial circle so when overlapping it gives the effect of a Pumpkin shell.
.
Next a 2d Rectangle is Distorted by Fractal noise feeding into a UV Offset node to create the stem.
.
Now we have a Pumpkin shape we need to make it fall and we do this by manipulating instances of the object transform.
.
First a grid pattern is used to create clones spaced evenly in X and Y. This is then offset by random values per Clone so it's less robotic.
.
Now the mess of pumpkins needs to fall so we add a Saw math node to the Y position so they move vertically. To again break up the predictability the phase and frequency for each instance is offset randomly.
.
Finally a perlin noise is used to randomly wiggle the pumpkins as they plummet.
.
Originally I was instancing the entire frame for each Pumpkin but moving to the Clone 2d shape with material of the Pumpkin was much more efficient.
.
Something bright and fun.
.
Again if you want to pick up this compiled patch to use in your shows head over to my gumroad page linked in bio.
.
Happy Halloween from down here in Aus!
.
As usual swipe across for a still image plus list of controls and node Graph.
.
#ctrldchaos #resolume #wire #resolumewire #realtime #visuals #mograph #motiongraphics #vj #vjing #pumpkin #halloween #effect #falling #instancing #spookyseason #pumpkinking #juicy #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Perpetually Plummeting Pumpkin Patch 100% in @resolume Wire.
.
You can grab this compiled Wire patch from gumroad, link in bio.
.
Apparently it's Pumpkin season up there in the northern half of the world so I wanted to join in remotely.
.
Been on a lot of long flights recently so have been diving back into Resolume Wire as it runs on my macbook air on battery for much longer than my show laptops.
.
Lots of iterations but this is the current version using a lot of 2d meshes to save processing.
.
To start, the Pumpkin is a circle 2d shape that is cloned with a Circle Pattern fed into the translation transform. A mirror is added to create a join seam in the middle and hide the full circle.
.
A Radial gradient is applied to the initial circle so when overlapping it gives the effect of a Pumpkin shell.
.
Next a 2d Rectangle is Distorted by Fractal noise feeding into a UV Offset node to create the stem.
.
Now we have a Pumpkin shape we need to make it fall and we do this by manipulating instances of the object transform.
.
First a grid pattern is used to create clones spaced evenly in X and Y. This is then offset by random values per Clone so it's less robotic.
.
Now the mess of pumpkins needs to fall so we add a Saw math node to the Y position so they move vertically. To again break up the predictability the phase and frequency for each instance is offset randomly.
.
Finally a perlin noise is used to randomly wiggle the pumpkins as they plummet.
.
Originally I was instancing the entire frame for each Pumpkin but moving to the Clone 2d shape with material of the Pumpkin was much more efficient.
.
Something bright and fun.
.
Again if you want to pick up this compiled patch to use in your shows head over to my gumroad page linked in bio.
.
Happy Halloween from down here in Aus!
.
As usual swipe across for a still image plus list of controls and node Graph.
.
#ctrldchaos #resolume #wire #resolumewire #realtime #visuals #mograph #motiongraphics #vj #vjing #pumpkin #halloween #effect #falling #instancing #spookyseason #pumpkinking #juicy #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Perpetually Plummeting Pumpkin Patch 100% in @resolume Wire.
.
You can grab this compiled Wire patch from gumroad, link in bio.
.
Apparently it's Pumpkin season up there in the northern half of the world so I wanted to join in remotely.
.
Been on a lot of long flights recently so have been diving back into Resolume Wire as it runs on my macbook air on battery for much longer than my show laptops.
.
Lots of iterations but this is the current version using a lot of 2d meshes to save processing.
.
To start, the Pumpkin is a circle 2d shape that is cloned with a Circle Pattern fed into the translation transform. A mirror is added to create a join seam in the middle and hide the full circle.
.
A Radial gradient is applied to the initial circle so when overlapping it gives the effect of a Pumpkin shell.
.
Next a 2d Rectangle is Distorted by Fractal noise feeding into a UV Offset node to create the stem.
.
Now we have a Pumpkin shape we need to make it fall and we do this by manipulating instances of the object transform.
.
First a grid pattern is used to create clones spaced evenly in X and Y. This is then offset by random values per Clone so it's less robotic.
.
Now the mess of pumpkins needs to fall so we add a Saw math node to the Y position so they move vertically. To again break up the predictability the phase and frequency for each instance is offset randomly.
.
Finally a perlin noise is used to randomly wiggle the pumpkins as they plummet.
.
Originally I was instancing the entire frame for each Pumpkin but moving to the Clone 2d shape with material of the Pumpkin was much more efficient.
.
Something bright and fun.
.
Again if you want to pick up this compiled patch to use in your shows head over to my gumroad page linked in bio.
.
Happy Halloween from down here in Aus!
.
As usual swipe across for a still image plus list of controls and node Graph.
.
#ctrldchaos #resolume #wire #resolumewire #realtime #visuals #mograph #motiongraphics #vj #vjing #pumpkin #halloween #effect #falling #instancing #spookyseason #pumpkinking #juicy #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Perpetually Plummeting Pumpkin Patch 100% in @resolume Wire.
.
You can grab this compiled Wire patch from gumroad, link in bio.
.
Apparently it's Pumpkin season up there in the northern half of the world so I wanted to join in remotely.
.
Been on a lot of long flights recently so have been diving back into Resolume Wire as it runs on my macbook air on battery for much longer than my show laptops.
.
Lots of iterations but this is the current version using a lot of 2d meshes to save processing.
.
To start, the Pumpkin is a circle 2d shape that is cloned with a Circle Pattern fed into the translation transform. A mirror is added to create a join seam in the middle and hide the full circle.
.
A Radial gradient is applied to the initial circle so when overlapping it gives the effect of a Pumpkin shell.
.
Next a 2d Rectangle is Distorted by Fractal noise feeding into a UV Offset node to create the stem.
.
Now we have a Pumpkin shape we need to make it fall and we do this by manipulating instances of the object transform.
.
First a grid pattern is used to create clones spaced evenly in X and Y. This is then offset by random values per Clone so it's less robotic.
.
Now the mess of pumpkins needs to fall so we add a Saw math node to the Y position so they move vertically. To again break up the predictability the phase and frequency for each instance is offset randomly.
.
Finally a perlin noise is used to randomly wiggle the pumpkins as they plummet.
.
Originally I was instancing the entire frame for each Pumpkin but moving to the Clone 2d shape with material of the Pumpkin was much more efficient.
.
Something bright and fun.
.
Again if you want to pick up this compiled patch to use in your shows head over to my gumroad page linked in bio.
.
Happy Halloween from down here in Aus!
.
As usual swipe across for a still image plus list of controls and node Graph.
.
#ctrldchaos #resolume #wire #resolumewire #realtime #visuals #mograph #motiongraphics #vj #vjing #pumpkin #halloween #effect #falling #instancing #spookyseason #pumpkinking #juicy #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Perpetually Plummeting Pumpkin Patch 100% in @resolume Wire.
.
You can grab this compiled Wire patch from gumroad, link in bio.
.
Apparently it's Pumpkin season up there in the northern half of the world so I wanted to join in remotely.
.
Been on a lot of long flights recently so have been diving back into Resolume Wire as it runs on my macbook air on battery for much longer than my show laptops.
.
Lots of iterations but this is the current version using a lot of 2d meshes to save processing.
.
To start, the Pumpkin is a circle 2d shape that is cloned with a Circle Pattern fed into the translation transform. A mirror is added to create a join seam in the middle and hide the full circle.
.
A Radial gradient is applied to the initial circle so when overlapping it gives the effect of a Pumpkin shell.
.
Next a 2d Rectangle is Distorted by Fractal noise feeding into a UV Offset node to create the stem.
.
Now we have a Pumpkin shape we need to make it fall and we do this by manipulating instances of the object transform.
.
First a grid pattern is used to create clones spaced evenly in X and Y. This is then offset by random values per Clone so it's less robotic.
.
Now the mess of pumpkins needs to fall so we add a Saw math node to the Y position so they move vertically. To again break up the predictability the phase and frequency for each instance is offset randomly.
.
Finally a perlin noise is used to randomly wiggle the pumpkins as they plummet.
.
Originally I was instancing the entire frame for each Pumpkin but moving to the Clone 2d shape with material of the Pumpkin was much more efficient.
.
Something bright and fun.
.
Again if you want to pick up this compiled patch to use in your shows head over to my gumroad page linked in bio.
.
Happy Halloween from down here in Aus!
.
As usual swipe across for a still image plus list of controls and node Graph.
.
#ctrldchaos #resolume #wire #resolumewire #realtime #visuals #mograph #motiongraphics #vj #vjing #pumpkin #halloween #effect #falling #instancing #spookyseason #pumpkinking #juicy #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands
Procedurally Vanishing Volumetric Watermelon in @notchvfx .
.
The main systems at work here are Procedurals and Cloners.
.
It's starting to heat up for summer and wanted to create a way to slice a watermelon in Notch.
.
The initial problem was trying to create a gradient from green to white when cut in the rind. This was achieved by using 2 stretched Primitive Procedural Spheres, and outer green one, and an inner smaller white one set to Subtract.
.
When colours were enabled this gave a nice green to white blend in the shell. Next a Cells Generator was stretched in X, and hardness lowered to create the outer skin pattern. Normals and Mapping nodes used to fit to the shape.
.
Inside for the flesh of the fruit, a duplicate of the inner shell Procedural Sphere was added and coloured red. This also has a stretched and embossed cell texture, as well as being slightly Refractive to appear wet.
.
Seeds were added as a Particle emitter fed into a Procedural Particle system, with both black particles existing as meshes, and as subtracted holes in the fruit flesh.
.
The main reason to keep everything Procedurals was to use a Primitive Plane set to Subtract to cut through the watermelon at any point. A second plane was used and slightly offset so the seeds would stick out a bit. Pyroclastic Displace added to the plane makes for a rougher slice.
.
The entire watermelon system was added as a child of a null, then that null was cloned to a new Particle system that has rigidbody effectors, and was constrained by a further hollow box Procedural.
.
Glow, fog, DOF, and Film Grading added for polish.
.
A different use for Procedurals than normal but a good learning exercise.
.
As usual swipe across for a screenshot of a closeup still and the Node Graph.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #watermelon #procedurals #pyroclastic #slice #volumetric #particles #refraction #cloners #juicy #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Procedurally Vanishing Volumetric Watermelon in @notchvfx .
.
The main systems at work here are Procedurals and Cloners.
.
It's starting to heat up for summer and wanted to create a way to slice a watermelon in Notch.
.
The initial problem was trying to create a gradient from green to white when cut in the rind. This was achieved by using 2 stretched Primitive Procedural Spheres, and outer green one, and an inner smaller white one set to Subtract.
.
When colours were enabled this gave a nice green to white blend in the shell. Next a Cells Generator was stretched in X, and hardness lowered to create the outer skin pattern. Normals and Mapping nodes used to fit to the shape.
.
Inside for the flesh of the fruit, a duplicate of the inner shell Procedural Sphere was added and coloured red. This also has a stretched and embossed cell texture, as well as being slightly Refractive to appear wet.
.
Seeds were added as a Particle emitter fed into a Procedural Particle system, with both black particles existing as meshes, and as subtracted holes in the fruit flesh.
.
The main reason to keep everything Procedurals was to use a Primitive Plane set to Subtract to cut through the watermelon at any point. A second plane was used and slightly offset so the seeds would stick out a bit. Pyroclastic Displace added to the plane makes for a rougher slice.
.
The entire watermelon system was added as a child of a null, then that null was cloned to a new Particle system that has rigidbody effectors, and was constrained by a further hollow box Procedural.
.
Glow, fog, DOF, and Film Grading added for polish.
.
A different use for Procedurals than normal but a good learning exercise.
.
As usual swipe across for a screenshot of a closeup still and the Node Graph.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #watermelon #procedurals #pyroclastic #slice #volumetric #particles #refraction #cloners #juicy #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Procedurally Vanishing Volumetric Watermelon in @notchvfx .
.
The main systems at work here are Procedurals and Cloners.
.
It's starting to heat up for summer and wanted to create a way to slice a watermelon in Notch.
.
The initial problem was trying to create a gradient from green to white when cut in the rind. This was achieved by using 2 stretched Primitive Procedural Spheres, and outer green one, and an inner smaller white one set to Subtract.
.
When colours were enabled this gave a nice green to white blend in the shell. Next a Cells Generator was stretched in X, and hardness lowered to create the outer skin pattern. Normals and Mapping nodes used to fit to the shape.
.
Inside for the flesh of the fruit, a duplicate of the inner shell Procedural Sphere was added and coloured red. This also has a stretched and embossed cell texture, as well as being slightly Refractive to appear wet.
.
Seeds were added as a Particle emitter fed into a Procedural Particle system, with both black particles existing as meshes, and as subtracted holes in the fruit flesh.
.
The main reason to keep everything Procedurals was to use a Primitive Plane set to Subtract to cut through the watermelon at any point. A second plane was used and slightly offset so the seeds would stick out a bit. Pyroclastic Displace added to the plane makes for a rougher slice.
.
The entire watermelon system was added as a child of a null, then that null was cloned to a new Particle system that has rigidbody effectors, and was constrained by a further hollow box Procedural.
.
Glow, fog, DOF, and Film Grading added for polish.
.
A different use for Procedurals than normal but a good learning exercise.
.
As usual swipe across for a screenshot of a closeup still and the Node Graph.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #watermelon #procedurals #pyroclastic #slice #volumetric #particles #refraction #cloners #juicy #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands
Particles Pushing Procedural Level Set Liquids in @notchvfx .
.
There are 3 systems at work here, Particles, Fields, and Procedurals.
.
First up a Particle Primitive Emitter Plane spawns particles that are shot upwards with a Velocity Affector node. The Particle count is set to 8 and a KB Affector is used to remove any particles that overshoot the cube volume.
.
Next a Field Particle 3D Emitter takes these particles and spawns them as fields.
.
The Velocity value is turned up quite high here so it interacts with the Field Primitive Emitter Plane. This gives the ink drop in water effect of dragging part of the plane field out into the volume using the forces of the moving particles.
.
Gravity is dialled up in the Field 3d Root to make the splashes fall back downwards.
.
Finally we take this field system into a Level Set (Field) Procedural Generator to Mesh into a renderable surface.
.
An additional Procedural 3D Primitive Plane is added to the top of the cube to smoothly blend the splashes into the ceiling when they hit.
.
A Glass RT Material with 0 Roughness was used to make thr liquid clear and highly reflective.
.
2x Area Lights one at the top and bottom of the cube add the blue and magenta reflections to the scene.
.
To give a better sense of volume 2x Primitive Boxes were used, one as a cage, one as a reflective Inverted shell.
.
Subtle glows and Grading for polish.
.
Nice blend of systems I look forward to using in more projects going forward. Lots of flexibility and options for some cool variations.
.
I do need to learn more about setting up colour spaces in After Effects though (tool I use to blend the loop transition) as it is a bit less exposed than it was inbuilder but that is 100% a skill issue on my end.
.
Hope everyone is having a fantastic week.
.
As usual swipe across for a still frame and screenshot of the Node Graph
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #liquid #procedurals #levelset #fields #particles #glass #inkdrop #shiny #waterfountain #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Particles Pushing Procedural Level Set Liquids in @notchvfx .
.
There are 3 systems at work here, Particles, Fields, and Procedurals.
.
First up a Particle Primitive Emitter Plane spawns particles that are shot upwards with a Velocity Affector node. The Particle count is set to 8 and a KB Affector is used to remove any particles that overshoot the cube volume.
.
Next a Field Particle 3D Emitter takes these particles and spawns them as fields.
.
The Velocity value is turned up quite high here so it interacts with the Field Primitive Emitter Plane. This gives the ink drop in water effect of dragging part of the plane field out into the volume using the forces of the moving particles.
.
Gravity is dialled up in the Field 3d Root to make the splashes fall back downwards.
.
Finally we take this field system into a Level Set (Field) Procedural Generator to Mesh into a renderable surface.
.
An additional Procedural 3D Primitive Plane is added to the top of the cube to smoothly blend the splashes into the ceiling when they hit.
.
A Glass RT Material with 0 Roughness was used to make thr liquid clear and highly reflective.
.
2x Area Lights one at the top and bottom of the cube add the blue and magenta reflections to the scene.
.
To give a better sense of volume 2x Primitive Boxes were used, one as a cage, one as a reflective Inverted shell.
.
Subtle glows and Grading for polish.
.
Nice blend of systems I look forward to using in more projects going forward. Lots of flexibility and options for some cool variations.
.
I do need to learn more about setting up colour spaces in After Effects though (tool I use to blend the loop transition) as it is a bit less exposed than it was inbuilder but that is 100% a skill issue on my end.
.
Hope everyone is having a fantastic week.
.
As usual swipe across for a still frame and screenshot of the Node Graph
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #liquid #procedurals #levelset #fields #particles #glass #inkdrop #shiny #waterfountain #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Particles Pushing Procedural Level Set Liquids in @notchvfx .
.
There are 3 systems at work here, Particles, Fields, and Procedurals.
.
First up a Particle Primitive Emitter Plane spawns particles that are shot upwards with a Velocity Affector node. The Particle count is set to 8 and a KB Affector is used to remove any particles that overshoot the cube volume.
.
Next a Field Particle 3D Emitter takes these particles and spawns them as fields.
.
The Velocity value is turned up quite high here so it interacts with the Field Primitive Emitter Plane. This gives the ink drop in water effect of dragging part of the plane field out into the volume using the forces of the moving particles.
.
Gravity is dialled up in the Field 3d Root to make the splashes fall back downwards.
.
Finally we take this field system into a Level Set (Field) Procedural Generator to Mesh into a renderable surface.
.
An additional Procedural 3D Primitive Plane is added to the top of the cube to smoothly blend the splashes into the ceiling when they hit.
.
A Glass RT Material with 0 Roughness was used to make thr liquid clear and highly reflective.
.
2x Area Lights one at the top and bottom of the cube add the blue and magenta reflections to the scene.
.
To give a better sense of volume 2x Primitive Boxes were used, one as a cage, one as a reflective Inverted shell.
.
Subtle glows and Grading for polish.
.
Nice blend of systems I look forward to using in more projects going forward. Lots of flexibility and options for some cool variations.
.
I do need to learn more about setting up colour spaces in After Effects though (tool I use to blend the loop transition) as it is a bit less exposed than it was inbuilder but that is 100% a skill issue on my end.
.
Hope everyone is having a fantastic week.
.
As usual swipe across for a still frame and screenshot of the Node Graph
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #liquid #procedurals #levelset #fields #particles #glass #inkdrop #shiny #waterfountain #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands
Inflated balloon text in @notchvfx .
.
The main system at work here is the Particle Cloth Affector.
.
I wanted to try and recreate the puffy balloon letter look in Notch and after messing around with a few options, decided to try using Cloth and particles.
.
The Text geometry is fed into a Procedural system in order to generate a lot of even vertices. This does work without the Procedural step but is nowhere near as smooth due to the sparse poly count per letter.
.
The Procedural Meshing node then has a Particle Mesh Deformer added that will allow Particle Affectors to push the vertices around. First one added is the Particle Cloth Affector to skin the vertices together.
.
Next to create the inflating effect a Fluid SPH Affector was added to make all the particles repel each other. Not quite the same as inflating a soft body cloth object, but still achieved a close enough result.
.
Finally a Primitive Collision Affector sets the box boundary that allows the mesh to squish up against the sides.
.
A Smooth deformer was also added to further round off some of the edges.
.
The text geometry was placed further back inside the box to allow for more room for the letters to expand before smooshing up against the front glass.
.
The visible glass box was created using 2x Primitive Boxes, one with a metallic material set to show back faces as the reflective walls, and the other using a Wireframe to Geometry node to make a cage from the edges.
.
A HDRI image from @polyhaven was added as an environment image for a Skylight, and then rendered using the Path Tracer.
.
I also added a Time Stretch node as the parent to all other systems so i could slow the simulation down to a quarter of the standard speed for a smooth feel.
.
Fun little balloon effect.
.
Hope everyone is having a fantastic week.
.
As usual swipe across for a still frame and screenshot of the Node Graph.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #text #balloon #inflation #cloth #particles #collision #latex #shiny #typography #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Inflated balloon text in @notchvfx .
.
The main system at work here is the Particle Cloth Affector.
.
I wanted to try and recreate the puffy balloon letter look in Notch and after messing around with a few options, decided to try using Cloth and particles.
.
The Text geometry is fed into a Procedural system in order to generate a lot of even vertices. This does work without the Procedural step but is nowhere near as smooth due to the sparse poly count per letter.
.
The Procedural Meshing node then has a Particle Mesh Deformer added that will allow Particle Affectors to push the vertices around. First one added is the Particle Cloth Affector to skin the vertices together.
.
Next to create the inflating effect a Fluid SPH Affector was added to make all the particles repel each other. Not quite the same as inflating a soft body cloth object, but still achieved a close enough result.
.
Finally a Primitive Collision Affector sets the box boundary that allows the mesh to squish up against the sides.
.
A Smooth deformer was also added to further round off some of the edges.
.
The text geometry was placed further back inside the box to allow for more room for the letters to expand before smooshing up against the front glass.
.
The visible glass box was created using 2x Primitive Boxes, one with a metallic material set to show back faces as the reflective walls, and the other using a Wireframe to Geometry node to make a cage from the edges.
.
A HDRI image from @polyhaven was added as an environment image for a Skylight, and then rendered using the Path Tracer.
.
I also added a Time Stretch node as the parent to all other systems so i could slow the simulation down to a quarter of the standard speed for a smooth feel.
.
Fun little balloon effect.
.
Hope everyone is having a fantastic week.
.
As usual swipe across for a still frame and screenshot of the Node Graph.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #text #balloon #inflation #cloth #particles #collision #latex #shiny #typography #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Inflated balloon text in @notchvfx .
.
The main system at work here is the Particle Cloth Affector.
.
I wanted to try and recreate the puffy balloon letter look in Notch and after messing around with a few options, decided to try using Cloth and particles.
.
The Text geometry is fed into a Procedural system in order to generate a lot of even vertices. This does work without the Procedural step but is nowhere near as smooth due to the sparse poly count per letter.
.
The Procedural Meshing node then has a Particle Mesh Deformer added that will allow Particle Affectors to push the vertices around. First one added is the Particle Cloth Affector to skin the vertices together.
.
Next to create the inflating effect a Fluid SPH Affector was added to make all the particles repel each other. Not quite the same as inflating a soft body cloth object, but still achieved a close enough result.
.
Finally a Primitive Collision Affector sets the box boundary that allows the mesh to squish up against the sides.
.
A Smooth deformer was also added to further round off some of the edges.
.
The text geometry was placed further back inside the box to allow for more room for the letters to expand before smooshing up against the front glass.
.
The visible glass box was created using 2x Primitive Boxes, one with a metallic material set to show back faces as the reflective walls, and the other using a Wireframe to Geometry node to make a cage from the edges.
.
A HDRI image from @polyhaven was added as an environment image for a Skylight, and then rendered using the Path Tracer.
.
I also added a Time Stretch node as the parent to all other systems so i could slow the simulation down to a quarter of the standard speed for a smooth feel.
.
Fun little balloon effect.
.
Hope everyone is having a fantastic week.
.
As usual swipe across for a still frame and screenshot of the Node Graph.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #text #balloon #inflation #cloth #particles #collision #latex #shiny #typography #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands
Pastel Papercraft from a Single Plane in @notchvfx .
.
Yep, this is a single plane... and a few deformers. The main systems here are Greeble and Wireframe Geometry.
.
Initially I had planned on this being another red and white wireframe techno vibe loop, but a happy accident happened when i made the faces white and added lighting. So here we are.
.
A single plane with 20x20 subdivisions is our source geo. A Greeble Deformer is added to extrude out segments of the plane faces into the rough initial shapes.
.
Next a Subdivide Deformer cuts those into smaller faces, and the second Greeble Deformer then extrudes those new segments outwards again.
.
To make the elevations of the structures less uniform a Fractal Noise Weightmap Generator was used and fed into both Greeble Deformers.
.
The extra illusion of height was created using a Taper node that expanded the tops of the structures making them seem larger to the camera overhead.
.
A Duplicate Geometry node was used to twin the mesh so a Wireframe to Geometry node could add the black wireframe edges, whereas the main structures remained white.
.
A Sky Light with Daylight HDR was used to create the shadows, and the colour haze was added using a Fog Scattering node.
.
To make the colours visible through the floor a Cut Deformer was added to the structure that removed all geometry below a height threshold.
.
Subtle blurs from Tilt Shift and Film Grading nodes for polish.
.
Definitely not what i set out to render today, and it kinda messes with the nice row of 3 dark looks i had planned, but it turned out kinda cool in its own way.
.
Hope everyone is having a fantastic week!
.
As usual swipe across for a screenshot of the NodeGraph.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #pastel #papercraft #greeble #simpleandclean #happyaccident #city #peaceful #depth #sunlight #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Pastel Papercraft from a Single Plane in @notchvfx .
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Yep, this is a single plane... and a few deformers. The main systems here are Greeble and Wireframe Geometry.
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Initially I had planned on this being another red and white wireframe techno vibe loop, but a happy accident happened when i made the faces white and added lighting. So here we are.
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A single plane with 20x20 subdivisions is our source geo. A Greeble Deformer is added to extrude out segments of the plane faces into the rough initial shapes.
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Next a Subdivide Deformer cuts those into smaller faces, and the second Greeble Deformer then extrudes those new segments outwards again.
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To make the elevations of the structures less uniform a Fractal Noise Weightmap Generator was used and fed into both Greeble Deformers.
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The extra illusion of height was created using a Taper node that expanded the tops of the structures making them seem larger to the camera overhead.
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A Duplicate Geometry node was used to twin the mesh so a Wireframe to Geometry node could add the black wireframe edges, whereas the main structures remained white.
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A Sky Light with Daylight HDR was used to create the shadows, and the colour haze was added using a Fog Scattering node.
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To make the colours visible through the floor a Cut Deformer was added to the structure that removed all geometry below a height threshold.
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Subtle blurs from Tilt Shift and Film Grading nodes for polish.
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Definitely not what i set out to render today, and it kinda messes with the nice row of 3 dark looks i had planned, but it turned out kinda cool in its own way.
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Hope everyone is having a fantastic week!
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As usual swipe across for a screenshot of the NodeGraph.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #pastel #papercraft #greeble #simpleandclean #happyaccident #city #peaceful #depth #sunlight #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands
Tube Light Grid Cloner Cage in @notchvfx .
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The main systems at work here are Cloners and Duplicate Geometry nodes.
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This is a look I use a lot on VJ shows but have always manually rebuilt it each time the screens changed.
.
I wanted to make it easier to adjust and more flexible so I could quickly set it up for new LED shapes and groups.
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As Primitive subdivisions are not parameters that can be exposed, I switched from planes and Clone to Geometry, to the old trusty Grid Cloner.
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A single 3D Primitive Cylinder is used as the cloned shape. Several envelopes are used to give master control of the length and radius so all bars can be changed at once.
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3x Duplicate Geometry nodes were used to instance X Y and Z aligned bars to be used in the 3 grid cloners.
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Previously bar angle and length was handled by normals in the plane via the Clone to Geometry, but here a new cloner was needed for each bar direction.
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Envelope inputs for Width Height and Depth are Quantized and used to drive the number of clones. For example if there are 4 boxes wide, you actually need 5 vertical bars, so Expression Modifiers were used to add the extra 1 to the calculations.
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An emissive material set to glow white is modulated with a Colour Ramp Effector set to Fractal mode, and a Black Red and White gradient as a source.
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This rendered version uses the PathTracer for extea reflextions and scattering turned up to glow in the smoke, but I often just run realtime with the Hybrid Renderer.
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Really useful effect for shows where you want to keep the room dark, and can easily be customised with different colour ramp modes and movement on the fly.
.
Hope everyone is having a fantastic week.
.
As usual swipe across for a screenshot of the Node Graph, plus a still frame and multi-grid layout shot from the recent @culture_aus show.
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#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #nightclub #tubelight #cloner #simpleandclean #grid #fractal #redandwhite #depth #techno #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Tube Light Grid Cloner Cage in @notchvfx .
.
The main systems at work here are Cloners and Duplicate Geometry nodes.
.
This is a look I use a lot on VJ shows but have always manually rebuilt it each time the screens changed.
.
I wanted to make it easier to adjust and more flexible so I could quickly set it up for new LED shapes and groups.
.
As Primitive subdivisions are not parameters that can be exposed, I switched from planes and Clone to Geometry, to the old trusty Grid Cloner.
.
A single 3D Primitive Cylinder is used as the cloned shape. Several envelopes are used to give master control of the length and radius so all bars can be changed at once.
.
3x Duplicate Geometry nodes were used to instance X Y and Z aligned bars to be used in the 3 grid cloners.
.
Previously bar angle and length was handled by normals in the plane via the Clone to Geometry, but here a new cloner was needed for each bar direction.
.
Envelope inputs for Width Height and Depth are Quantized and used to drive the number of clones. For example if there are 4 boxes wide, you actually need 5 vertical bars, so Expression Modifiers were used to add the extra 1 to the calculations.
.
An emissive material set to glow white is modulated with a Colour Ramp Effector set to Fractal mode, and a Black Red and White gradient as a source.
.
This rendered version uses the PathTracer for extea reflextions and scattering turned up to glow in the smoke, but I often just run realtime with the Hybrid Renderer.
.
Really useful effect for shows where you want to keep the room dark, and can easily be customised with different colour ramp modes and movement on the fly.
.
Hope everyone is having a fantastic week.
.
As usual swipe across for a screenshot of the Node Graph, plus a still frame and multi-grid layout shot from the recent @culture_aus show.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #nightclub #tubelight #cloner #simpleandclean #grid #fractal #redandwhite #depth #techno #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Tube Light Grid Cloner Cage in @notchvfx .
.
The main systems at work here are Cloners and Duplicate Geometry nodes.
.
This is a look I use a lot on VJ shows but have always manually rebuilt it each time the screens changed.
.
I wanted to make it easier to adjust and more flexible so I could quickly set it up for new LED shapes and groups.
.
As Primitive subdivisions are not parameters that can be exposed, I switched from planes and Clone to Geometry, to the old trusty Grid Cloner.
.
A single 3D Primitive Cylinder is used as the cloned shape. Several envelopes are used to give master control of the length and radius so all bars can be changed at once.
.
3x Duplicate Geometry nodes were used to instance X Y and Z aligned bars to be used in the 3 grid cloners.
.
Previously bar angle and length was handled by normals in the plane via the Clone to Geometry, but here a new cloner was needed for each bar direction.
.
Envelope inputs for Width Height and Depth are Quantized and used to drive the number of clones. For example if there are 4 boxes wide, you actually need 5 vertical bars, so Expression Modifiers were used to add the extra 1 to the calculations.
.
An emissive material set to glow white is modulated with a Colour Ramp Effector set to Fractal mode, and a Black Red and White gradient as a source.
.
This rendered version uses the PathTracer for extea reflextions and scattering turned up to glow in the smoke, but I often just run realtime with the Hybrid Renderer.
.
Really useful effect for shows where you want to keep the room dark, and can easily be customised with different colour ramp modes and movement on the fly.
.
Hope everyone is having a fantastic week.
.
As usual swipe across for a screenshot of the Node Graph, plus a still frame and multi-grid layout shot from the recent @culture_aus show.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #nightclub #tubelight #cloner #simpleandclean #grid #fractal #redandwhite #depth #techno #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Tube Light Grid Cloner Cage in @notchvfx .
.
The main systems at work here are Cloners and Duplicate Geometry nodes.
.
This is a look I use a lot on VJ shows but have always manually rebuilt it each time the screens changed.
.
I wanted to make it easier to adjust and more flexible so I could quickly set it up for new LED shapes and groups.
.
As Primitive subdivisions are not parameters that can be exposed, I switched from planes and Clone to Geometry, to the old trusty Grid Cloner.
.
A single 3D Primitive Cylinder is used as the cloned shape. Several envelopes are used to give master control of the length and radius so all bars can be changed at once.
.
3x Duplicate Geometry nodes were used to instance X Y and Z aligned bars to be used in the 3 grid cloners.
.
Previously bar angle and length was handled by normals in the plane via the Clone to Geometry, but here a new cloner was needed for each bar direction.
.
Envelope inputs for Width Height and Depth are Quantized and used to drive the number of clones. For example if there are 4 boxes wide, you actually need 5 vertical bars, so Expression Modifiers were used to add the extra 1 to the calculations.
.
An emissive material set to glow white is modulated with a Colour Ramp Effector set to Fractal mode, and a Black Red and White gradient as a source.
.
This rendered version uses the PathTracer for extea reflextions and scattering turned up to glow in the smoke, but I often just run realtime with the Hybrid Renderer.
.
Really useful effect for shows where you want to keep the room dark, and can easily be customised with different colour ramp modes and movement on the fly.
.
Hope everyone is having a fantastic week.
.
As usual swipe across for a screenshot of the Node Graph, plus a still frame and multi-grid layout shot from the recent @culture_aus show.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #nightclub #tubelight #cloner #simpleandclean #grid #fractal #redandwhite #depth #techno #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands
Weird wireframe Geode Geometry Thingy in @notchvfx .
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Wanted to build something simple and clean after a bunch of shows with really textural content, and started wondering what a wireframe amethyst style geode would look like when super simplified.
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The main systems at work here are Cloners and Wireframe to Geometry.
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A 3d Primitive Icosphere is the source geo for a Clone to Geometry system that spreads 3d Primitive Cubes around at each vertex.
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These cubes are duplicated, with one version receiving a Wireframe To Geometry child node to create the wireframe, and the other is the solid dark grey colour.
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I had originally used a Duplicate Geometry node to... duplicate the cubes, but ended up moving to just 2 copies of the primitive cube as i was playing with independent scales.
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A Plain Effector is what shrinks down the cubes to become invisible, this is actually a static effector and the entire Cloner is instead rotated around with 3x Continuous Modifiers to swap out what cubes are hidden.
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Inside the cloned cube shell are 3 more 3d Primitive Icospheres, One is used as a wireframe cage, and the other 2 share an Extrude Polygons deformer, to create sharp points.
Similar to the cubes, a duplicate of the now spiky Icosphere is turned into a wireframe.
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Math Sine is used to modulate the scale of the core, and 3 other Continuous modifiers allow the core to rotate independently of the shell.
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The camera orbits around with 2 Math Sine modifiers so the angle doesn't look to static.
.
Subtle glow and Blurs from Film Grading and Tilt Shift Post FX for polish.
.
Nothing groundbreaking or complex, but its clean and i kinda like how it turned out, and now after looking at it on my phone somehow reminds me of the @chilipeppers logo for some reason.
.
Hope everyone is having an amazing weekend.
.
As usual swipe across for a screenshot of the NodeGraph.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #wireframe #geode #cloner #simpleandclean #polygon #lowpoly #redandwhite #spiky #digital #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands

Weird wireframe Geode Geometry Thingy in @notchvfx .
.
Wanted to build something simple and clean after a bunch of shows with really textural content, and started wondering what a wireframe amethyst style geode would look like when super simplified.
.
The main systems at work here are Cloners and Wireframe to Geometry.
.
A 3d Primitive Icosphere is the source geo for a Clone to Geometry system that spreads 3d Primitive Cubes around at each vertex.
.
These cubes are duplicated, with one version receiving a Wireframe To Geometry child node to create the wireframe, and the other is the solid dark grey colour.
.
I had originally used a Duplicate Geometry node to... duplicate the cubes, but ended up moving to just 2 copies of the primitive cube as i was playing with independent scales.
.
A Plain Effector is what shrinks down the cubes to become invisible, this is actually a static effector and the entire Cloner is instead rotated around with 3x Continuous Modifiers to swap out what cubes are hidden.
.
Inside the cloned cube shell are 3 more 3d Primitive Icospheres, One is used as a wireframe cage, and the other 2 share an Extrude Polygons deformer, to create sharp points.
Similar to the cubes, a duplicate of the now spiky Icosphere is turned into a wireframe.
.
Math Sine is used to modulate the scale of the core, and 3 other Continuous modifiers allow the core to rotate independently of the shell.
.
The camera orbits around with 2 Math Sine modifiers so the angle doesn't look to static.
.
Subtle glow and Blurs from Film Grading and Tilt Shift Post FX for polish.
.
Nothing groundbreaking or complex, but its clean and i kinda like how it turned out, and now after looking at it on my phone somehow reminds me of the @chilipeppers logo for some reason.
.
Hope everyone is having an amazing weekend.
.
As usual swipe across for a screenshot of the NodeGraph.
.
#ctrldchaos #notchvfx #madewithnotch #realtime #visuals #mograph #motiongraphics #vj #vjing #wireframe #geode #cloner #simpleandclean #polygon #lowpoly #redandwhite #spiky #digital #dailyrender #learning #knowyournodes #nodegraph #training #series #loop #abstract #newmediaart #digitalart #generativeart #washyourhands
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