terrarium by Eos
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popularity : 66% |
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alltime top: #1575 |
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added on the 2019-08-03 20:44:11 by fizzer |
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comments
Looks and sounds nice but I was hoping it'd go somewhere :/
rulez added on the 2019-08-03 21:00:07 by Gargaj
i dont think this is supposed to "go anywhere"
its just a nice render to a nice music in 4k and does just what it should.
probably even win the compo
its just a nice render to a nice music in 4k and does just what it should.
probably even win the compo
great
was nice
Too great to be captured :P
Shiny. With a really cool and well crafted track. Could\should be the winner..
Shiny. With a really cool and well crafted track. Could\should be the winner..
Oops, double thumb ftw. Leet haxxor skills.
<3
Pretty <3
Nice effect, a bit different from the norm 4k which is a good thing, a few subtle transitions and progresses on nicely.
Great stuff
<3
I don't know how it's made and it's amazing!
Noby+Fizzer ftw!
great stuff
I'll just go with virgill here ;)
What Gargaj said
nice
Pretty!
Soo pretty
slick and smooth :3
Odd. The .exe seemd to miss the last 'r' of fizzer but the capture didn't.
Anyway: very nice! Loved the part where it seems kinda 2d, like a spectrum analyser of sorts.
Anyway: very nice! Loved the part where it seems kinda 2d, like a spectrum analyser of sorts.
Neat stuff!
I'm assuming we're seeing actual polygons or at least generated geometry? And that's something that always needs more love in 4k.
Some of the cuts felt weird, but it's so sparkly and pretty, I love it :D
Quote:
Looks and sounds nice but I was hoping it'd go somewhere :/
it Did go somewhere.. right into the list of my favorite 4ks. holy sh*t!
If you give a good explanation of techniques, I guess selfvote is an acceptable prize to pay. That was interesting, thanks.
Ene of the (few) highlights for me from Assembly this year.
A nice ambient intro with great visuals.
Noby again did some really great music, although I would have preferred a better clap/snare (I haven't worked with 4Klang, so maybe there's a good reason for this :) )
Thanks and respects for delivering quality stuff!
A nice ambient intro with great visuals.
Noby again did some really great music, although I would have preferred a better clap/snare (I haven't worked with 4Klang, so maybe there's a good reason for this :) )
Thanks and respects for delivering quality stuff!
Beautiful stuff.
Looks great, and sounds like a neat little implementation :)
Is the blurry look a result of a jittered blur, is it a result of particle placement, a tweakable fall-of function (soft bokeh-shape)... or something else?
Is the blurry look a result of a jittered blur, is it a result of particle placement, a tweakable fall-of function (soft bokeh-shape)... or something else?
The fidelity is there but the heart is not. Still, thumbs up for the fidelity.
4k is again the new 16k ;)
best in compo.
Amazing visuals and music! During the first minute I thought I’m watching a large demo with MP3 soundtrack.
The only thing that don’t match the style (on my opinion) was that sharp wireframe mollusc shell. It looks much better being blurred.
The only thing that don’t match the style (on my opinion) was that sharp wireframe mollusc shell. It looks much better being blurred.
" ~67 million dots" - new world record?
It looks and sounds superb! my personal compowinner
It looks and sounds superb! my personal compowinner
visual feel nice and fresh for a 4k. great work on the soundtrack as ever, seems like there's some clever use of extenral mods to control the feedback of the delay over a long period. did you re-use the kicks envelope as the sidechain source too?
yes!
Noby: thanks for yet another inspiration pill! 4klang's possibilities are not thoroughly explored yet, not even close. The amount of ugly stuff still being released all the time... and then there are things like this - something's not right. (though I must say that the snap "snare" kind of spoils the total world domination here)
The same goes with the visuals - maybe some day I'll be able to do something a bit like this.
The same goes with the visuals - maybe some day I'll be able to do something a bit like this.
IMHO the best entry in the compo - particles? ..and music sounds like it is mastered mp3 for a full demo!
@noby I want the sources ;)))
@noby I want the sources ;)))
Amazing visuals but the music is boring.
the tiny music is exquisite to me, so are the visuals
really nice, finely worked out soundtrack, not too convincing visuals.
Are those fractal flames? They look great! Also nice fluid-dynamics lookalike at 1:38. The colorscheme and objects remind me more of an aquarium than a terrarium, or maybe something you could see under a microscope. Great entry!
Totally great stuff.. except maybe the snare indeed.
visions of the icy deeps beneath antarctica
Beautiful!
Nice!
nice one
fizzer: you know i love you! But:
EITHER:
YOU tell me you needed the Compute-Shaders for some Recursion! (which can always be done iteratively, but maybe is smaller in bytesize!)
OR:
I tell you the Bokeh-DoF you needed them CS for can be done without using CS in a PS, second pass, tho! :P
Anyways: Nice prod, not enough content, good visuals, good music, keep em coming like this, atleast you try to do sth different/new!
(i am stuck in 2008 still...and i love it! ;) )
EITHER:
YOU tell me you needed the Compute-Shaders for some Recursion! (which can always be done iteratively, but maybe is smaller in bytesize!)
OR:
I tell you the Bokeh-DoF you needed them CS for can be done without using CS in a PS, second pass, tho! :P
Anyways: Nice prod, not enough content, good visuals, good music, keep em coming like this, atleast you try to do sth different/new!
(i am stuck in 2008 still...and i love it! ;) )
Ok, now that i read you did it in one pass, i am pretty impressed! ;)
I knew computeShaders could be awesome, but never found the time to explore em!
Just wasted 2 years on getting a paper telling everyone else, that i am, what i have been for the last 35 years already, a damn coder! ;) And found absolutely no time inbetween to do this cool stuff...i am actually even far behind in getting back on track right now, a lot has changed, trying to get it all at once and ofcourse this ain´t the right way to handle it! gotta grab it more slowly!
...i guess i need to find a job like yours to finally enjoy coding again! :/ ;)
I knew computeShaders could be awesome, but never found the time to explore em!
Just wasted 2 years on getting a paper telling everyone else, that i am, what i have been for the last 35 years already, a damn coder! ;) And found absolutely no time inbetween to do this cool stuff...i am actually even far behind in getting back on track right now, a lot has changed, trying to get it all at once and ofcourse this ain´t the right way to handle it! gotta grab it more slowly!
...i guess i need to find a job like yours to finally enjoy coding again! :/ ;)
Excellent on all fronts (and to my eyes, especially technical!)
I'm also in the camp of "I think I get it but something doesn't add up" and that's due to the demo not appearing nearly as noisy as I expect. From the description above I guess particle positions are transformed to view space or similar, and then for each transformed particle, you plot several (a few hundred?) pixels additively with atomic image add operations (on a floating point buffer I assume). The pixels you plot have modulated positions and colors depending on position relative to the camera and lens parameters (what you refer to as "jitter", and perhaps it's somewhat random?), and this is enough to get the crazy bokeh expansions and glows we see here without so much noise? I suppose with enough plots everything converges to a nice image but I guess I'm surprised at just now many there are (though if that's the case, of course this is the right approach for the hw). Maybe I missed a detail, or maybe it's just that simple that we're all confused/surprised :)
I'm also in the camp of "I think I get it but something doesn't add up" and that's due to the demo not appearing nearly as noisy as I expect. From the description above I guess particle positions are transformed to view space or similar, and then for each transformed particle, you plot several (a few hundred?) pixels additively with atomic image add operations (on a floating point buffer I assume). The pixels you plot have modulated positions and colors depending on position relative to the camera and lens parameters (what you refer to as "jitter", and perhaps it's somewhat random?), and this is enough to get the crazy bokeh expansions and glows we see here without so much noise? I suppose with enough plots everything converges to a nice image but I guess I'm surprised at just now many there are (though if that's the case, of course this is the right approach for the hw). Maybe I missed a detail, or maybe it's just that simple that we're all confused/surprised :)
Quote:
And to add, one of my favorite joys in the demoscene is finding prods that make me feel this way!Maybe I missed a detail, or maybe it's just that simple that we're all confused/surprised :)
what preacher said, it's like a milkdrop effect just better executed in every way :P
Really relaxing 4k
So so.
so good!!
I'm with you ferris :) Though if fizzer's numbers are the truth there are enough plots per frame to fill the whole screen 72 times - and as they'll be very unevenly distributed this might just work out (watch the glows around the bokehs when a single dot goes astray - those are actually pretty noisy).
So yeah, it might just be a simple flame fractal that you render on repeat a fuckload of times while wiggling the view matrix and the time axis around until you have enough dots. Now is this a testament to skillful coding or just to the fact that GPUs have become scarily fast? No idea, but in contrast to a lot the general raymarchery going around everywhere this time all that computing power is really put towards the final image, and that's worth a demoscene spirit thumb up alone.
Interestingly I value the music in the same regard - while not Noby's most interesting track it shows that there's still a lot to get out of 4Klang, sound wise.
Yeah, I ran this five times before I wrote this comment and analyzed and enjoyed the visuals as well as the music, so 100% agree :)
So yeah, it might just be a simple flame fractal that you render on repeat a fuckload of times while wiggling the view matrix and the time axis around until you have enough dots. Now is this a testament to skillful coding or just to the fact that GPUs have become scarily fast? No idea, but in contrast to a lot the general raymarchery going around everywhere this time all that computing power is really put towards the final image, and that's worth a demoscene spirit thumb up alone.
Interestingly I value the music in the same regard - while not Noby's most interesting track it shows that there's still a lot to get out of 4Klang, sound wise.
Quote:
And to add, one of my favorite joys in the demoscene is finding prods that make me feel this way!
Yeah, I ran this five times before I wrote this comment and analyzed and enjoyed the visuals as well as the music, so 100% agree :)
quality.
Really slick.
:O
So good! both sound and visuals are captivating and of a quality I can only dream of.
yooooo it's good
Pleeeease do a write up of how you made this!
Ingénieux, tout simplement génial!
Thumbs up for the great visuals!
smooth, VERY good looking and with a fantastic and fitting tune. might be one of my new fav 4ks. damn!
Short, but sweet, and HOLY— amazing. Keep it up.
nice fx
late thumb!
awesome!
Love everything about it. And thank you so much for the source code.
those are really cool
@fizzer i can answer you that, he's another Tiago Sousa, although the crytek/id one did do some demoscene releases back in the day
i really like fractals.
This looks so nice and cool idea to work with additive plotting.
The music also sounds really nice and fits well!
The music also sounds really nice and fits well!
this demo made me fall in love with compute point splatting and I wrote an article on how to do it, if anyone's interested https://wrighter.xyz/blog/2023_08_17_flame_fractals_in_comp_shader
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