cymatic pattern generation
7256 6 3- wjm
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Hi everyone
I'm trying to generate cymatic patterns to then become my source for a particle sim.
Main issue is I'm not entirely sure where to start or how to achieve the effect. Has anyone tried to achieve a similar effect? Te only thing stopping me from painting the pattern or getting an image is that I need the pattern to evolve.
Thanks
I'm trying to generate cymatic patterns to then become my source for a particle sim.
Main issue is I'm not entirely sure where to start or how to achieve the effect. Has anyone tried to achieve a similar effect? Te only thing stopping me from painting the pattern or getting an image is that I need the pattern to evolve.
Thanks
- Konstantin Magnus
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Scatter points on a grid and connect them to a solver with an attribwrangle that says something like:
vector bbox = relbbox(0, @P); vector source = chv('source'); vector grad = bbox * (1 - bbox) * 4; float dist = distance(grad, source); float wave = sin(dist * 34) * 0.004; @P += grad * wave;
Edited by Konstantin Magnus - April 1, 2017 22:54:46
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
- mestela
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- wjm
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Wow these are great! really need to push and learn VEX.
It looks like you both took a similar fundamental approach using the same equation.
I was trying to look online for the maths behind this and was wondering if you guys had managed to find it? as you're both using the same approach or was this already something you had known before hand?
It looks like you both took a similar fundamental approach using the same equation.
I was trying to look online for the maths behind this and was wondering if you guys had managed to find it? as you're both using the same approach or was this already something you had known before hand?
- mestela
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- Simon Russell
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- Konstantin Magnus
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Here is a nice page explaining some contexts between music and mathematics, as well:
http://tuvalu.santafe.edu/projects/musicplusmath/ [tuvalu.santafe.edu]
More equations can be found here:
http://www.phy.davidson.edu/stuhome/derekk/chladni/pages/theory.htm [phy.davidson.edu]
Not knowing these equations I developed a rather visual approach.
Something very similar can be applied to circles, as well.
http://tuvalu.santafe.edu/projects/musicplusmath/ [tuvalu.santafe.edu]
More equations can be found here:
http://www.phy.davidson.edu/stuhome/derekk/chladni/pages/theory.htm [phy.davidson.edu]
Not knowing these equations I developed a rather visual approach.
- Gradients from left to right, top to bottom
- Distance between gradients and a source location
- Putting sine waves on the distance
- Moving particles along the gradients towards/away from the sine waves
Something very similar can be applied to circles, as well.
#include <voplib.h> vector bcir = vop_topolar(@P) * {0, 1, 1}; vector grad = sin(bcir * 2.5); vector source = point(1, "P", 0); float dist = distance(grad, source); float wave = sin(dist * 24) * 0.05; if(@ptnum%2 == 0) @P += grad * wave; if(@ptnum%2 == 1) @P -= grad * wave; @P.y = 0;
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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