Thursday, November 4, 2010

Detailed Porosity Lens Brief

Commercialism Lens

Todays public spaces are often overly polluted due to a society constantly speeding towards a black hole of commercialism. The Commercialism GPS porosity lens is a study of how branding and marketing can be used as a tool to build a foundation for a deductive logic map to be constructed. The Commercialism GPS also explores how an excess of commercialism, a flood of marketing can virtually blind us and overwhelm us in public spaces.

This is achieved by the attachment of brands to the player character when they enter certain zones that are associated with that brand. By a number of brands being attached to the player it is obvious to see which zones the player has visited.

If the player visits to many zones and acquires to many tokens their vision will be obscured by the orbiting brand icons symbolizing the over saturation of products in public spaces.

Final Tutorial: Creating an interactive holographic effect



Creating the material 3:00

Creating The Flowgraph 6:30

Tutorial Research

Holograms in Crysis

My initial ideas for experiment 2 featured numerous holographic elements, holographic signs and interactive architectures but I couldn’t quite achieve the material effect I was looking for. I thought about using particle effects with geometry together and did a number of tests and experiments but still couldn’t achieve what I was after. After playing with particle effects exhaustively I came to the conclusion that I particle effects were not the definitive answer I was after although they could possibly be used to enhance the hologram with moving transparent particles or using a particle effect to create a projected flat hologram however my tests with this were kind of temperamental.

After concluding it was best to use 3d geometry and creating a material to the use the effect I looked through the all the material shaders and properties for the solution. Luckily one of the shaders is hologram which almost can create the exact effect I was after. This shader has a lot of flexibility with lots of controls in the shader parameters. After lots of experimenting with this type of material I reached the conclusion that there were a few important aspects to this shader.

Material Properties

Glow: There needs to be a glow amount for the material to display.

Diffuse Material: The geometry will display without a diffuse material however it will appear flat and uninteresting; using a material that has lots of contrast will generate the best results.

Shader Parameters

Interference Speed: The speed of the flickering within the material.

Interference Size: The size of the material anomalies.

Interference Contrast: The difference in colour value between the anomalies and the normal areas of the material.

Fresnel Bias: The way the material fades and changes light/glow transparency on close inspection, a higher value will widen the effect.

Fresnel Power: The strength of the light going through the material.



For the tutorial I wanted to demonstrate how this could be used to create an interesting futuristic object within sandbox as well as demonstrate my ability with flow graphs as most of my time spent on experiment 1 and 2 was creating my own flow graphs and effects. Due to my programming background flow graphs aren’t much trouble for me to come up with or to construct.

Hopefully my tutorial teaches and inspires an enthusiastic user to create complex and interactive holographic elements in sandbox2.

AI Random Point Patrol

Random Trains Launch/Movement Control

Random Rotation and Scale Entity Spawn

Rotate Around Player

Attach Random Entity and Rotate

Tutorial Rings Flowgraph

Move Up and Down

Tuesday, September 21, 2010

Flowgraph Mastery

Node 1




Node 2




Node 3

Behind The Porosity Lens: Concepts

The Lens

Imagine getting on a train and arriving at an unknown stop. A station located in the middle of no where, impossibly floating in mid air surrounded by clouds. A place imaginable to exist in the near future where the architecture is interactive and dynamic. Buildings that know and understanding how people move through and inhabit its spaces, an enriched interactive experience of dynamic, reflexive and pro active architecture.


My Porosity Lens is one that is created by a complex and futuristic "smart" train station that is located on a floating node, where there is a relationship between information, movement and people that influences the spaces within the station. There is also a presence of information in the sense that the movement of information between elements is visible as well as representations of information are in abundance which effects how people perceive and navigate space. 

Finding artistic, sculptural as well as practical functional dynamic architectures. The sculptural aspects of these reactive architectures will reflect aspects of movement to perform an abstract analysis. The functional elements will have purposeful nature.


The Landscape

The Landscape will be a futurist floating plaza with the Train Station at the centre, floating in amongst clouds in mountainous terrain.


The Architecture

The Architecture will be Futuristic and "High-Tech" that explores the relationships between people, movement and information. The Architecture will feature many dynamic elements, including holographic entities to display an array of information influenced by combinations of place and movement. The dynamic flow of architecture and information will be dependent on and influence how people move through spaces.

Monday, September 20, 2010

Flowgraph S.W.O.T Analysis

Rotate Entity/ Rotate Entity TO

Strengths

Able to Rotate the Entity continuously or from one angle to another.

Weaknesses

Can be difficult to accurately measure the rotation in Euler Angles.

Opportunities

Creating a dynamic reactive architecture that uses complex rotations to emphasis or analyse peoples movements.

Threats

Will need collisions turned off to avoid unexpected collisions. This makes the prospect of having rotating platforms limited.

Entity Spawn Archetype

Strengths

Very powerful tool. Able to spawn any archetype entity at any location with any scale, position and rotation.

Weaknesses

Can only spawn archetype entities.

Opportunities

Spawning markers as a way of tracking movements, spawning whole architectures dynamically to create the environment.

Threats

I find archetype entities hard to set up, and access the properties, this could limit potential ideas.

Beam To

Strengths

Can instantly Move an Entity to a new location with a new scale and rotation if desired.

Weaknesses

You can't track the movement of the entity.

Opportunities

Dynamically moving lots of entities with no risk of collision problems. Is possible to reuse the same entities over and over for different tasks by beaming them to new locations with different scales and rotations.

Threats

If the end co-ordinates are wrong it will be hard to debug the flowgraph because you can't see what path the entity takes as it "teleports" to the defined location.

Wednesday, September 15, 2010

Due to Popular Demand...

My Physics Flowgraph





Explanation


The reason i created this flowgraph was because I couldn't find away to toggle the physics on and off without the engine crashing. The "," key is built into the engine to pause the physics but this would cause the editor to instantly crash, so i created this flow graph to pause and un pause the physics at will. Originally i was hoping to be able to pause the physics and then re-enable them and have the objects continue the pre-frozen trajectory but this was not the case. However when the physics were disabled, i was able to move the entity without worry of collision just like a "brush object".

How it works...


On key press a condition is called (which is initially set to false), then from there a TooBoolean module is called as is the PhysicsEnable Module from the same outputs of the condition. I like to think of the condition as "Is the Physics Frozen" in this case. From the False Output of the condition the Physics are then Disabled as well as a new input to the condition to make the condition true. This input comes from the ToBoolean module that with the combination of inputs and outputs im using, outputs the opposite of the input. This way a loop is created in a away so that the physics can be enabled and disabled at will.

Monday, September 13, 2010

Flowgraph Research

Flowgraph Node - Image:ColorCorrection


ColorCorrection - Crymod Wiki
This Node controls the color properties of the screen, useful for creating certain moods and atmospheres. In synergy with other screen/weather effects I'm hoping to find interesting ways to use create a certain feeling or emotion to differentiate architectures.

Flowgraph Node - Entity:BeamEntity


BeamEntity - Crymod Wiki
The Node allows an Entity to be "beamed" or instantly moved to a new location. I think some interesting results could be achieved using this node to instantly shift structures and other architecture in particular ways.

Flowgraph Node - AI:GotoSpeedStance


I couldn't find much information on this node, however it will be useful to master as it will allow me to control AI.


I'm also looking at other nodes to do with AI to add another dimension to the spaces i create. Creating an AI that will react to the peculiar changes in the environment.

Flowgraph Node - Movement:RotateEntity


Rotates an around an axis at a x degrees per second. I already have some experience using this Node and creating interesting dynamic architectures with it.

This Node will be useful for creating a dynamic space that will influence how people move; similarly the Node RotateEntityTO rotates an object between two points, this will be helpful in creating objects that rotate as a reaction to the players movement.

Flowgraph Node - Entity:SpawnArchetype


Spawns an archetype entity, the location, rotation and scale of this entity can be specified through the inputs. This will be useful in creating a reflexive architecture.

Sunday, August 29, 2010

Experiment 1: A moment in Time



Sculptural Spatial Momentum
A moment during a violent transformation that creates an abstract sculptural container that implies dynamism and momentum.

Google Warehouse Link:

Crysis Files

Documentary Style: Observational

The most suitable documentary mode for my hypothesis for this experiment is the Observational mode. The observational mode allows the audience to observe what happens and formulate their own opinions and conclusions. Other modes appear impractical as I want to inspire unique interpretations from my own interpretation of porosity, not enforce "facts" on the audience nor persuade them with "laws".

Friday, August 27, 2010

Thoughts on Porosity

A Moment in Time


When you transform the old into the new there is a moment during this transformation where the old is still visible through relationships that assume the old that are the frame work for the new. During this moment the energy or momentum of the catalyst also sings to the audience. By pausing the transformation and constructing an architecture at this moment, a new sculptural spatial container is created with the energy of the catalyst and the allusion to the old.

Monday, August 23, 2010

Turbulant Catalyst

Forms and Spaces can be rapidly transformed through a combination of powerful actions and the interaction between the elements during the reaction is a poetic display; the resulting space a spontaneous and elegant sculpture of the shift in Porosity.

Monday, August 9, 2010