Dark Bit Factory & Gravity

GENERAL => Projects => Topic started by: rdc on November 03, 2006

Title: Chladni Demo
Post by: rdc on November 03, 2006
I have been playing around with the Chladni stuff that Taj posted and worked up a little demo.

Due to computer failure, I no longer have the code for this.
Title: Re: Chladni Demo
Post by: taj on November 03, 2006
Thats very very interesting. I spent ages on the procedural effect I used in Halls of halloween and basically it just produces very similar patterns to this. I bet the chladni can be done in less bytes as well. I was very interested to see it produce some very nearly chequer board patterns: I didnt expect that. This might be a better technique than my cones. Karma up for the demo, very thought provoking.

I'm curious. For each pattern, how many floats/ints do you need to describe it?
Title: Re: Chladni Demo
Post by: rdc on November 03, 2006
Thanks man, that means a lot to me.
Title: Re: Chladni Demo
Post by: rdc on November 03, 2006
Btw, I should point out that this is mind's code that I modified for the demo. All kudos should go to him on the ch code section.
Title: Re: Chladni Demo
Post by: taj on November 03, 2006
Yeah mind said he had an idea about this in a PM- kudos mind it worked brilliantly!
Title: Re: Chladni Demo
Post by: Rbz on November 03, 2006
Nice work dude, how about a plasma like effect using this one? Would be cool   8)
Title: Re: Chladni Demo
Post by: rdc on November 03, 2006
Thanks. You know, I was thinking about a plasma: Using this technique with a Perlin-Noise function you could probably make a nice effect.

Title: Re: Chladni Demo
Post by: taj on November 03, 2006
Yes a plasma demo would be cool.

This is a guess but at a basic level plasma is done with the sum of sin waves. Chladni is the sum of cosines...same thing. The Only difference between traditional plasma and chladni seems to be how you create the initial points from where the waves originate. In plasma they are spaced randomly and in chladni they seem to be evenly spaced or even at the same point.

There is a similar correlation with the cones patterns I did and cellular textures. By making the cones start at random x,y locations, the technique produces cellular textures. If they are at regular spaces you get tile like patterns.

Uh rambling.
Title: Re: Chladni Demo
Post by: Shockwave on November 06, 2006
Kudos for adding a 3D starfield to it too  ;D Joking aside, nice patterns very well done!
Title: Re: Chladni Demo
Post by: rdc on November 06, 2006
Heh. Slowly but surely, I am getting there. :)
Title: Re: Chladni Demo
Post by: Shockwave on November 07, 2006
You're doing fine mate, keep up the good work :)
Title: Re: Chladni Demo
Post by: mind on December 06, 2006
Thats very very interesting. I spent ages on the procedural effect I used in Halls of halloween and basically it just produces very similar patterns to this. I bet the chladni can be done in less bytes as well. I was very interested to see it produce some very nearly chequer board patterns: I didnt expect that. This might be a better technique than my cones. Karma up for the demo, very thought provoking.

I'm curious. For each pattern, how many floats/ints do you need to describe it?


i can answer that, i think :P

in my original chladni code i used 3-5 bytes total, to describe 1 rendering of chladni.. L(dimensions of the "plate"), M, N and X/Y phase.
Title: Re: Chladni Demo
Post by: Clyde on December 06, 2006
Nice one Rdc.
Title: Re: Chladni Demo
Post by: rdc on December 06, 2006
Thanks, man.