GPU-based audio-reactive particle system, running in real time @60fps
Three different segments with adjusted parameters to suit the music.
My goal is to find a procedural approach, balancing between coherently visualising the music and a complex enough aesthetic to maintain visual interest with minimal repetition.
Motion and intensity is driven by an audio-spectrum, overall volume and beat detection. Low frequency shaping functions, with the help of double-symmetry, producing ever changing patterns and structures. Fed through a series of feedback loops and 2D displacements to achieve trails, streams and a cheap liquid effect.
Made in Touchdesigner.
AUTOR:
QUELLE