With this project I wanted to create one more mirror shader using what I had learnt in this course and while making my midterm project. I have always been intrigued and fascinated by the shared importance of patterns and almost all religions of the world and other rigorous studies like science and mathematics.
A very intriguing reality of these patterns are that most of them can be created by super imposing multiple simple shapes. And I believe that the super posing of simple shapes to create complex and dynamic systems is what underlies our entire universe. I wanted to represent this with my work by making the subject part of the tapestry. I used the color blue as it is a very soothing colour and represents the inpenetrable depths of the universe in islam and looks gorgeous when you project it onto surfaces.
In the first part of my code I import my camera into GLSL as a vec4. Then I set up a grid. I create an identity for each box of the grid. rotate it a little to make it interesting. Create an offset to calculate the position of neighbouring boxes for each box. create and animate the circles. used a variable m to calculate how many circles overlap at a pixel using the smoothstep function. Display so that only the pixel with odd circles overlapping show.
‘Absolute incineration and deceneration in interference land.’ is a music video/ real-time digital mirror art piece where I further explore distance fields, which I began exploring in week three.
In this piece, I feed values from the camera input which is a vec4 into the distance field when I draw the field. to create a cool glitchy moire effect which displays some interesting fluid dynamical effects that look like burning fire.
I learnt a lot about the integration of GLSL into TouchDesigner and distance fields.
I would love to turn this into an art installation in the future. ore use the shader as real-time visuals for concerts.
I am new to shaders so it was interesting to mess around with the parameters a bit. In the first shader I wanted to see how we can change the alignment of the gradients from a linear one to a radial one.
In the second shader I was just playing around with the HSB space and sin() function. I definitely got a hang of the space.