CC Statement

28 08 2009

 

CurlyCode
-statement.
After having presented my software at the event named Share.Berlin (thanks Tofa and Ilan for the possibility), and talking to a few people i decided to write the followings as a statement.
1. CurlyCode (CC) is a non commercial software. It is a media art project of mine.
2. CC is the realization of my way of thinking and visualizing. The let people to acces to it or use it is like a giving a piece from miself.
3. CC is a very complex 3D, realtime drawing application, with several drawing effects (some of them are audio reactive) , shaders, and postFX-s.
4. CC is BlackandWhite or greyscale now.
5. CC allows you to make a gestural expression of the influence the music made in you.
6. CC is the most direct relation with screen via tablet.
7. There are no complicated interfaces, just the keyboard and 8 knobs or faders or iphone.
8. CC engine is ready and will not be chaged until i goin’ deeper in Quartz Composer 4., but i will add some more effects and shader, to multiply the number of the combination.
9. CC is very similar to me. Curly and sometimes very chaothic.

 

CurlyCode

-statement.

cc2

After having presented my software at the event named Share.Berlin (thanks Tofa and Ilan for the possibility), and talking to a few people,  i decided to write the followings as a statement.

 

1. CurlyCode (CC) is a non commercial software. It is a media art project of mine.

2. CC is the realization of my way of thinking and visualizing. The let people to acces to it or use it is like a giving a piece from miself.

3. CC is a very complex 3D, realtime drawing application, with several drawing effects (some of them are audio reactive) , shaders, and postFX-s.

4. CC is BlackandWhite or greyscale now.

5. CC allows you to make a gestural expression of the influence the music made in you.

6. CC is the most direct relation with screen via tablet.

7. There are no complicated interfaces, just the keyboard and 8 knobs or faders or iphone.

8. CC engine is ready and will not be chaged until i goin’ deeper in Quartz Composer 4., but i will add some more effects and shader, to multiply the number of the combination.

9. CC is very similar to me. Curly and sometimes very chaotic.





share your glitch

26 08 2009

Exiledsurfer mentioned me this morning, that a new book: Glitch -designing imperfection  will come out soon . So i will share my glitches as well, tomorrow during the berlin share event.

share

So if you are in berlin, don’t hesitate to come…

For more details pls. click here.





Curly Code is my secret weapon

24 08 2009

Its time to talk a bit about “curly code”.

curl3

When i started my deeper adventures in the world of generated forms and structures, one of my idea, lets say desire was to build an application up, with the ability of freehand drawing in a 3 dimensional space, to animate those drawings, using as a performance platform or just to render some nice looking stills out.

The first results were very geometrical, drawings without traces, i mean  a direct gestural drawing, made by a human hand.

s24

Playing a bit more with the line movements, its started to be more human made, more natural. But in a certain point i just trapped. I felt like being in a technical dead end. i made several researches about processing and i have tried other generative softwares, how those are able to reproduce a quasi same result.

s34

The research was a good point to go forward, or how to say… make a very important experiment, with the digital line, by my hand. and i started to involve some characters and figures.

s48

I’ve liked the result and i tried to involve some colors and forms, but my world became very organic again. At this experiment i used 2D graphics, with many repetitions, rotating, transforming.

gre4

At this point i stopped my work  and left it as an unfinished experiment. The first real result was the “.get control”, and this screenshot.

But today i just picked the project up again and was thinking how to continue. Made some screenshots with more improvements and succeed to rewrite the root of the project.

Picture 118

and yes the new QC will open some more possibilities how to go forward. I’ve made some tests:)

for more screenshots, please check my flickr page, oh and yes! why the name is “curly code”. The answer is not so complicated…





ikea pictures

22 08 2009

After visitin ikea, and eating cheap hotdog, deserved some picture snails for the new flat, no chance to not check the paintings made for the mass.

After putting the 30kg couch to the car, decided to generate kind of ikea style paintings. QC , GL tools from kineme. Nothing else. And yes listening dutch language classic music radio.

Picture 80

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Picture 98

Now i go and take a look to the new QC.:)





more glitch 3d structures

21 08 2009

Forms, deforming and texturing by generated glitches. No shader was used this time.

I tried to put in my vj set but vdmx just gone very slow (normal render speed in QC is 60 fps).

Picture 51

Picture 55

Picture 56





disturbing your shader

15 08 2009

dist1

Its just some new artificial glitch producing, with the blend modes and textures. Some of my results are more than fun, according to the concept of generative surfaces with generative textures.

The way to put sound analyzzis and several parameters is awesome.

Picture 49

The concept of the experiment is to research this kind of sculpture like forms, distorting without shader as much as possible and use the shader in a non normal way, i was searching how i can modify the shader, where i can write an unexpected mathematical expression with incredibly non sense number and so get the temporary result like a fix, reproducible result.

Picture 55

Picture 59

Video demo is on the way, sound will be generative as well, taking place on my destructured performance.

dist2





Binary project getting closer…

13 08 2009

Nicky and I are working on our binary project. The project and the concept is clean, but the result is sometimes far away from what we would like to see.

After the first steps, this morning i was able to produce one of the structure, the cross.

Picture 30

Saying ‘produce’ i mean getting closer aesthetically to Nicky’s orginal drawings (stamps). Its important, because these draws are the fundaments of our work (how to make it interactive, how can we involve the digital vision as conceptual expansion).

Picture 31

The cross is not connected directly with any christian idea, its just a decent symbol which has different social aspects. But yes, i chose the cross form the symbols because its very easy to reproduce. The next will be the circle and after the infinity sign (huhh that won’t be easy).

Picture 32

The technical solution must be at the final version coded (maybe a little processing will help us). But for now (lets call it prototype) i used image pixelS plugin made and shared by Matthias Oostrik. Its a kind of continue or expand of the ‘classic’  image pixel. Not just giving the color and alpha information of one pixel, able to ‘scan’ the whole incoming picture and giving back a structure with the necessary information. Working as a scanner. After i made some improvements with the structure to add the noizz and some fake gravity. Quartz Composer off course.

Picture 33

Last line david, you are in late -i have to go! Thanks to Rinboku to put image pixels plugin in my field of view.





shader glitchy part 2

11 08 2009

I added some particles from the kineme particle tool, very handy tools, sometimes not so stabile, but doesnt matter.

exp0

The idea was emphasizing the 3d pixel structure with particles. The standard particle renderer just slowed down, so i changed to the VBO one. And yes i get this result. After i just simply started to play with the rendered forms of the particle and i just found my self in an abstract expressionist situation.

exp3

exp2

exp1





shader, glitchy glitchy glitchy

9 08 2009

Sunny day, sunday morning. Nothing better then playing with one of toneburst’s new innovation.
The 2D version is not my style, but the 3d one…
Picture 42

Lets go through, what is a shader, so the shader is… well i copy from wiki:
A shader in the field of computer graphics is a set of software instructions, which is used primarily to calculate rendering effects on graphics hardware with a high degree of flexibility. Shaders are used to program the graphics processing unit (GPU) programmable rendering pipeline, which has mostly superseded the fixed-function pipeline that allowed only common geometry transformation and pixel shading functions; with shaders, customized effects can be used.

Thats it. So i skipped some very important step, and i followed my way.

Picture 53

Nice results, not new ones, many generative artists have used this kind of structure. But in a certain point i just found myself in a random glitchy situation

Picture 48

Picture 46

Woaaaa… 3D and glitchy. With several tweaking i added some more particle style fragments, its a ‘gl spline’, from kineme (GL TOOLS).

Lets go with this spline thing forward, so the spline is a…

first definition:

In mathematics, a spline is a special function defined piecewise by polynomials. In interpolating problems, spline interpolation is often preferred to polynomial interpolation because it yields similar results, even when using low-degree polynomials, while avoiding Runge’s phenomenon for higher degrees.

clear? Not at all, so i put a more specific one:

In the computer science subfields of computer-aided design and computer graphics, the term “spline” more frequently refers to a piecewise polynomial (parametric) curve. Splines are popular curves in these subfields because of the simplicity of their construction, their ease and accuracy of evaluation, and their capacity to approximate complex shapes through curve fitting and interactive curve design.

Well, better? Lets use this: parametric curve, you can add points, define the points coordinates and the subdivision (thats determining how many step will take from one point to another)

So i added 2 splines, utilizing the stipple pattern possibility, like big 3d pixels chained.

Picture 54

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Picture 56

Whatever. Its a glitchy structure in 3d. Just  some more improvement is needed, playing a bit with the field of view and the lightning.

Picture 58

Picture 59

Nice sunday post, isn’t it? But where is a demonstration video? Not yet, its still sunday and i’am lazy to do it. Maybe tomorrow:)





signalinging

8 08 2009

After watching and reading Udart’s tutorial how not to spend money for a super-expansive mixer, i gave a try. First bought a fire wire 800 cable and after i tested. Spending up to six minutes with the setup, i was able to send 3L signal to quatz composer, and i was happy. why 3L?  because it has a built-in DV ouput, so the final ouput (or the separated objects) could be sent via firewire.

Picture 41

The latency is latency but not so decent. And yes, its fitting into my new vj set concept, i can use another computer output as an input, probably the only input and everything else is just effects. 3L-s shapes and forms are good examples, the sound reactivity is easy and effective, need some practice, but working well.

Some older 3L videos of mine:

[VIMEO 1600535]
[VIMEO 1484424]
[VIMEO 1477329]