Monday, September 8, 2025
Tuesday, September 2, 2025
A sea of Rocks
First early stages of GPU Instancing in Unreal Engine...
Next step, Render Targets storing live updating unique instance data !!!!
Modular Environmental Creation in Unreal Part
00:22:55 Mannequin Import/Establish Scale In Maya
00:52:28 Building Proxy Objects In Maya
02:08:15 Creating Prefabs With Unreal Blueprints
02:33:24 Beveling Our Edges
03:04:09 Creating High Quality Screen Shots
Wednesday, August 20, 2025
Evolving attractors Part3
In a previous show, I created a visual using Thomas' cyclically symmetric attractor, but for the next performance, I wanted to revisit and expand on the idea. My goal was to explore new attractors, tweak existing ones, and experiment with their behavior.
I went back to Thomas' attractor and modified the shader that generates position instancing data. By adjusting different parts of the differential equations, I eventually stumbled upon a shape that I found really interesting.
// Example Compute Shader
uniform float b_val;
layout (local_size_x = 8, local_size_y = 8) in;
void main()
{
vec4 color = texelFetch(sTD2DInputs[0], ivec2(gl_GlobalInvocationID.xy), 0);
vec3 particale_pos = color.rgb;
vec3 pos = particale_pos;
float b = b_val;
vec4 final_color;
/* dx */final_color.r= sin(pos.y) - b*pos.x;
/* dy */final_color.g= 0.9*sin(pos.z*2.0) - b*pos.y;
/* dz */final_color.b= sin(pos.x) - b*pos.z;
/* life */final_color.a=1.0;
vec4 imageOut = final_color;
imageStore(mTDComputeOutputs[0], ivec2(gl_GlobalInvocationID.xy), TDOutputSwizzle(imageOut));
}
By simply adding some extra constants, I was able to generate this new attractor shape:
To enhance the depth, I added a second attractor:
To complete the visual, I brought back the original Thomas attractor:
This was a continuation of my previous visual world, where I had used the Thomas attractor along with GLSL compute shaders to add distortions and color variations to each instance within the attractor.
As before, I pre-programmed three b values that I could switch between live using my MIDI keyboard.
b=0.2081
and the two new ones being
b=0.29818
and b=0.43018
Thomas' cyclically symmetric attractor
I first discovered strange attractors through YouTube and was immediately fascinated. These are mathematical differential equations that describe systems where a set of random points follow defined changes in x, y, and z positions. Over time, the points settle into a structured shape, even though their paths are chaotic.
To learn more, check out the Wikipedia page:
https://en.wikipedia.org/wiki/Thomas'_cyclically_symmetric_attractor
For a previous NuDeco show, I created a visual based on Thomas' cyclically symmetric attractor by following the set of differential equations from the Wikipedia page.
I applied these equations to a visual feedback loop inside TouchDesigner using a compute shader. The following code shows how I implemented the equations efficiently to control particle positions in real time.
// Compute Shader
uniform float b_val;
layout (local_size_x = 8, local_size_y = 8) in;
void main()
{
// input 1
vec4 color = texelFetch(sTD2DInputs[0], ivec2(gl_GlobalInvocationID.xy), 0);
vec3 pos = color.rgb;
float b = b_val;//0.32899;
vec4 final_color;
/* dx */final_color.r= sin(pos.y) - b * pos.x;
/* dy */final_color.g= sin(pos.z) - b * pos.y;
/* dz */final_color.b= sin(pos.x) - b * pos.z;
/* life */final_color.a=1.0;
vec4 imageOut = final_color;
imageStore(mTDComputeOutputs[0], ivec2(gl_GlobalInvocationID.xy), TDOutputSwizzle(imageOut));
}
I passed the b constant as a uniform and set up three different b values as presets on my MIDI keyboard, allowing me to switch between different attractor states live.
b=0.208186
b=0.32899
Besides controlling how fast the attractor formed, I could also manipulate the base shape. But the most interesting effect happened when I changed the order of operations. Instead of constantly following the differential equations in the expected way, I reversed them. This created a scattering and dissolving effect, but in an organized, structured manner.