[Blender Simulation + Sound Nodes] Audio Driven Particle Simulation with Audio Reactive Elements

Опубликовано: 29 Сентябрь 2024
на канале: Metzger Maas
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This is my first go with Sound Nodes, and I must say I'm a bit baffled. The documentation is sparse to put it kindly and the demo files were unfortunately not really my style, not to mention they didn't use simulation nodes at all(!) so I decided to just wing it and hope to stumble into enlightenment along the way. Eventually I managed to make a decent enough (in my mind at least) particle simulation driven by the spectrogram, chromagram, and loudness attributes/nodes which in turn were based on an audio file I made with a text to music AI workflow. Some of the shading and the scaling of the instances are audio reactive, but I wouldn't go so far as to call this an audio visualizer...

The spectrogram bins largely went into the various controllers for turbulence and spiral/central sort of ad hoc forces set up, and the chromagram was piped into the instances' scale value along with a particle age/lifetime and loudness blend. I honestly don't think I used the chromagram properly here, I don't think it's doing anything really.