StefanPetrick
Well-known member
Hello everybody,
I just wanted to show you an animation I created today.
It´s basically only one 16x16 layer of noise data. I used several points in that array to manipulate the x, y, z coordinates and the x & y scaling of the calculated noise space. Another point is used to control the colorshift within a predefined color palette (the orange - blueish one). The palette itself could be controlled by noise data also, but I decided to keep the basic colors within a given range.
To make the colormapping a bit more interesting I added a second layer from the HSV spectrum based on the very same noise data with an inverted brightness mask.
The result is a vivid and ever-changing animation that fully controls itself. No external parameter, no random values, not even millis() is used. The only predefined influence is an increment of 1 of the 32 bit z value for every frame. I did this to make sure, that the animation never gets stuck in an infinite loop or a still frame in case all control points happen to become 0 at the same time. You never know.
Math is beautiful!
Hardware: Teensy 3.2 + 256 APA102s driven at 24 MHz. Runs at 280 fps @96 Mhz.
Greetings, Stefan
I just wanted to show you an animation I created today.
It´s basically only one 16x16 layer of noise data. I used several points in that array to manipulate the x, y, z coordinates and the x & y scaling of the calculated noise space. Another point is used to control the colorshift within a predefined color palette (the orange - blueish one). The palette itself could be controlled by noise data also, but I decided to keep the basic colors within a given range.
To make the colormapping a bit more interesting I added a second layer from the HSV spectrum based on the very same noise data with an inverted brightness mask.
The result is a vivid and ever-changing animation that fully controls itself. No external parameter, no random values, not even millis() is used. The only predefined influence is an increment of 1 of the 32 bit z value for every frame. I did this to make sure, that the animation never gets stuck in an infinite loop or a still frame in case all control points happen to become 0 at the same time. You never know.
Math is beautiful!
Hardware: Teensy 3.2 + 256 APA102s driven at 24 MHz. Runs at 280 fps @96 Mhz.
Greetings, Stefan
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