Papervision3D + computeSpectrum = Nice audioVisualizations

Feb 8th, 2007

After checking Sephiroth's SoundMixer experiment I thought something nicer could be done working a little bit more on that field. Long time ago I did some Visualization system for r08028. With flash7/8 you weren't able to get even the volume of the Sound so I had to do a quick tool with C++ for generating .txt files with the data. Luckily with Flash9/AS3 you can get that data on-the-fly!!

So, this is how the experiments ended up like:


source file, music by Paniq (contemplation)


source file, music by Crankshaft (from the demo Ocean Machine)


source file, music by rydmlego (fire tree)

The source files won't work as it needs some custom objects I've done (cube, piramid), but at least you can get the idea of how everything works.

Enjoy!

UPDATE:
I've updated the files and source files with a better algorithm for showing the spectrum (well, better than nothing, and there wasn't any algorithm in place before :P)

UPDATE 2:
I've added a little bit of decay to the movements, now they look nicer.

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Making the last experiment Useful

Feb 4th, 2007

I saw somewhere a comment from a guy saying that the pink ball, was cool but wasn't useful at all. I know that the stuff I usually do is too conceptual that is hard to see it being used on the real world. So, here it's another example with the same stuff but with more sense on the commercial world out there ;)



It is still having problems with some polygons, but, don't blame PV3D, blame me instead ;) I just optimised the 3dmodel a little bit, in case I had to create a model from scratch I will make sure it renders properly on the engine.

Well, enjoy the views, and don't look at the glitches ;)

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Another PV3D performance test

Feb 2nd, 2007

PV3D RC1 was released yesterday. Since yesterday I was planing to redo my 3dengine (kocka) with AS3, but after seeing how well PV3D is being developed I decided to stop my plans and use PV3D instead. It still needs a couple of things to be done, but by now I think I'll have more than enough.

Here it's another performance test to see how fast it goes and what can be done.



Grebble Ball with baked Ambient Occlusion

It's a shame those clipping issues, but hey, Playstation 1 had those issues too!

Hope you like it :)

UPDATE:
For those people that want to try the model with their own engines (hello flash.fi ;)) and for the people that want more examples done with PV3D, here you have... the source files (PV3D classes not included).

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flashscene.org 32k compo entries released

Feb 1st, 2007

It was supposed to be a 32kbytes compo, but only for the .swf. You was able to have an external .mp3. To be honest, I was expecting some prod with the music generated, but well, I guess the flashscene are now on the early days. Well, I know that Andre and other guy is working on this field these days, so maybe in a couple of months...

However, the quality of the releases is really good! Specially these ones:

* Beat
* Flint
* Alchemist

So, finally we're starting to see what Actionscript 3 is really able to do! After having said that I can say with any doubt... FUCK SDL! FUCK C++! AS3 IS MY PLACE! o/! ;)

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PV3D Acid Cubes

Jan 18th, 2007



Here you have another experiment with Papervision3D... Enjoy :D
(this time is only 19kbytes... :P)

Should I say anything else? What I did seems quite ovbious so.. well, that's it.

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AS3: bytesTotal not working with Flash 9 Public Alpha

Jan 18th, 2007

That's right, the flashplayer that goes with Flash 9 Public Alpha just doesn't show the bytesTotal real value, the value is always 0. It compiles everything fine tho.. Don't blame Adobe for that, that's what 'beta' means.

So, well, now you know, I hope I'm the only one that lost that much time with this thing. So, compile with the public alpha and then try your stuff with the systems/browser flash player.

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PV3D Panorama (Animated this time...)

Jan 12th, 2007

It's 8mbytes big so It will take a bit to load. And someone will ask... Why is it that big? Easy:

20 frames * 6 sides = 120 frames
120 frames = 120 textures
1 texture = 512*512 pixels

Well, it's amazing that Flash can handle all this that well! :D



View PV3D Panorama Animated


PS: To the people that has post a comment recently, don't worry I didn't lost them, I'm just re-doing the comment-moderation system Sorry about that.

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PV3D Panorama / 360 & How to create your own CubeMap textures with 3D Studio MAX

Dec 23rd, 2006

Longest post title in the blog for sure!

So, well.. this is a non-finished work (i'm looking to do something else with this) but I guess I got something interesting to show alredy...

Using Carlos' Panorama as base I've created my own one but also with my own scene and textures.


View PV3D Panorama with custom 3D scene
(It takes a while to load (600kb, 6 x 1024x124 textures there).

In a way, this is just a trick to have a scene of 186.122 polys, 20 lights, raytrace reflection and fog in realtime ;) Well, it's not, but you get it looks like. In a lot of games and demos they use this trick to simulate complex 3Dscenes when in fact they are rendering 6 textures to a cube and having the camera inside it.

So, if you were wondering about how to do this with your 3D scene, here it's a nice and simple how-to.

As some of you know already (and probably hate), I've used the Greeble to create the object (based on a tube). Then a couple of lights to the scene, created a material for the tunnel using raytrace for the Reflection and then adding the fog to the camera.

I'm not going to detail on all this, I would asume you know how to create 3dmodels and texture them... the point of the article if about how to get the 6 textures you need for doing the cube map of your scene.

So, after doing all this I end up with an scene like this:



At this point, what you have to do is create a box on the middle of the scene:



And then, create a new material. We only need to put a Reflect/Refract map on the Reflection slot for this new material.



Going inside the Reflect/Refract parameters we wil find everything that we need there. As you can see, 3D Studio MAX has a batch texture renderer in this section (kind of hidden). If you check the opfion "From file", then you will be able to specify where you want to save the textures and the prefix name (I've used frame01 as a prefix name). Then the last thing you need to do is after clicking on "Pick Object and Render Maps"... well, select the box, and it will generate all the maps for you.



And that's as simple as it's. This will generate these 6 images:
frame01_BK.png, frame01_DN.png, frame01_FR.png, frame01_LF.png, frame01_RT.png, frame01_UP.png (which are the Back, Down, Front, Left, Right, Up textures).

Now if you want to see how it looks, here you have the Source Code!
(this is just a small modification of Carlos original source code, so say thanks to him! :D Also, these sources doesn't include the PV3D AS3 classes)

You can also check out the .max file.

Enjoy! Doing 360 panoramic views with Flash hasn't ever been that easy! :)

PS: As a side note, one of the things I thought that wasn't doable with PV3D is in fact doable! Amazing!

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Interviewed at Promsite.org

Dec 15th, 2006

And another interview ;) Looks like xplsv.tv worth it :D Again, sorry for the people than can't read spanish :(

xplsv.tv in motion! interview

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Papervision3D + texture + dynamic flat lighting = doable :)

Dec 4th, 2006

I've tried another way of doing it and as I was expecting it runs much more faster now :) So I can see a future full of lights in flash ;)

dynamic flat lighting+textures, 2nd try


o/

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If you're looking for my Actionscript experiments, here you have: