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/GlitCH.scape/Tobe.or.0.2b/0.7b
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Experimenting with /GlitCH.scape/Tobe.or.0.2b/0.4e and staging the scene from a basic perspective view inside Autodesk Maya to simulate a parallax, while increasing the compression rate of the gif to highest possible rate.
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/GlitCH.scape/Tobe.or.0.2b/0.6b
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Trying to get some of the look back from the experiments we did in previous exercises, using /Life is a glitch.01d as a reference and trying to animate the values.
Using /GlitCH.scape/Tobe.or.0.2b/0.4e luminance values to drive MASH network inside Autodesk Maya and using highest possible compression to enforce the pixelation look.
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/GlitCH.scape/Tobe.or.0.2b/0.7a
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Using /GlitCH.scape/Tobe.or.0.2b/0.4e and rendering the scene from a basic perspective view inside Autodesk Maya.
The basic cubes were instantiated and modulated according to the glitched sequence, using the Luminance values of an Ambient Occlusion pass to drive the Mash network.
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/GlitCH.scape/Tobe.or.0.2b/0.6a
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Revisiting /GlitCH.scape/Tobe.or.0.2b/0.4e , and using the Luminance values to drive the Mash network.
I was quite happy with some of the earlier results from this Module , targeting the Quantisation tables of specific JPG files.
I decided using /Life is a glitch.01d as a reference and trying to animate the values inside the pipeline I set up over the last weeks to see how sequences would render now over time.
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/GlitCH.scape/Tobe.or.0.2b/0.5d
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Offsetting X + Y Scale based on the Luminance values of /GlitchCH.scape/Tobe.or.02b/0.4e , and giving the render view a bit of elevation
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/GlitCH.scape/Tobe.or.0.2b/0.5e
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Offsetting X + Y Scale of instances based on the Luminance values of /GlitchCH.scape/Tobe.or.02b/0.4e while maintaining a parallax .
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/GlitCH.scape/Tobe.or.0.2b/0.5d
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A basic test how the procedurally built glitched landscape would pass by the render camera.
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/GlitCH.scape/Tobe.or.0.2b/0.5c
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Driving a MASH Network in Autodesk Maya based on Luminance values of /GlitCH.scape/Tobe.or.0.2b/04.e to procedurally build geometry instances and offset their properties according to the glitched sequence.
I will focus on the idea of building landscapes based on glitched volumetric data and getting the image sequences I produced in the previous weeks back into 3D software to drive the generation and animation of procedural networks.
Slowly building up the Parallax effect in a very basic fashion
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/GlitCH.scape/Tobe.or.0.2b/0.5b
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Another experiment in Autodesk Maya, driving a MASH Network with the Luminance values of /GlitCH.scape/Tobe.or.0.2b/04.e to procedurally build geometry instances and offset their scale properties according to the glitched sequence.
I will focus on the idea of building landscapes based on glitched volumetric data and getting the image sequences I produced in the previous weeks back into 3D software to drive the generation and animation of procedural networks.
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/GlitCH.scape/Tobe.or.0.2b/0.5a
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Experiment in Autodesk Maya, driving a MASH Network with the Luminance values of /GlitCH.scape/Tobe.or.0.2b/04.e to procedurally build geometry instances and offset their scale properties according to the glitched sequence.
Focusing on the idea of building Landscapes based on glitched volumetric data, and getting the image sequences I produced in the previous weeks back into 3D software to drive the generation and animation of procedural networks. The Luminance values and the Depth channels rendered in the OPEN EXR files should also influence the secondary generation of textures mapped onto the generated model, all based on the corrupted data.
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/GlitCH.scape/Tobe.or.0.2b/0.4e
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Trying to use Luminance values of the Interference Animation from /Glitch(of_AGlitch).2 as a displacement map in Adobe After Effects, affecting the Sequence /GlitCH.scape/Tobe.or.0.2b/0.4a, keyframing the values for vertical and horizontal Displacement.
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/GlitCH.scape/Tobe.or.0.2b/0.4e
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Trying to use Luminance values the Interference Animation from /Glitch(of_AGlitch).2 as a displacement map in Adobe After Effects affecting the Sequence /GlitCH.scape/Tobe.or.0.2b/0.3d, keyframing the values for vertical Displacement.
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/GlitCH.scape/Tobe.or.0.2b/0.4d
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Trying to use Luminance values from the Interference Animation from /Glitch(of_AGlitch).2 as a displacement map in Adobe After Effects affecting the Sequence /GlitCH.scape/Tobe.or.0.2b/0.4b, keyframing the values for horizontal Displacement.
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/GlitCH.scape/Tobe.or.0.2b/0.4c
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Layering /GlitCH.scape/Tobe.or.02b/0.4a + /GlitCH.scape/Tobe.or.02b/0.4b with Opacity set to 50%.
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/GlitCH.scape/Tobe.or.0.2b/0.4b
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Experiment using /GlitchCH.scape/Tobe.or.02b/0.3c by blurring the the pixels horizontally in Adobe After Effects so the sequence can be process in p5js again....
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/GlitCH.scape/Tobe.or.0.2b/0.4a
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Experiment to drive a custom procedural system in with the luminosity values of /GlitCH.scape/Tobe.or.0.2b/0.3c
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/GlitCH.scape/Tobe.or.0.2b/0.3d
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Comping the rendered sequences /GlitCH.scape/Tobe.or.02b/* by adding the layers on top of each other with Blending mode set to Multiply and Add .
/GlitCH.scape/Tobe.or.02b/0.3c
/GlitCH.scape/Tobe.or.02b/0.3b
/GlitCH.scape/Tobe.or.02b/0.3
/Glitch(of_AGlitch).2
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