I’m developing a series of patches for a live performance that generate sound reacting visuals (as usual).
For a specific section, I would like to use jit.bfg with Voronoi noise. The sound would control some aspects of if, specially the offset, scale and exp.
As it turns out, it works perfectly fine with a small matrix, such as 256 x 256. But in this project all content is in full hd and in this resolution controlling the noise is impossible, as it is really CPU intensive. I’m using a 15" MacBook Retina, 2.6Ghz i7, 16gb Ram with a NVidia GeForce 650M 1024MB.
Is there a solution? Can I use jit.bfg in a more efficient way? Or is there another way to achieve a similar looking result as Voronoi noise?
what about using a 256*256 matrix, and then feeding that into a mesh or something? That’s pretty much how I’ve used jitter these last couple of years, it can look stunning.
Wetterberg, thank you for your suggestion. I have never tried this kind of approach and, as I’m no Jitter expert, I’m not sure how to do it. Now I’m messing around with jit.gl.mesh and jit.bfg, but I can’t get stunning results!
Could you give an example using a mesh?
Make sure that the jit.bfg has 3 planes declared (x,y,z) this should then displace a basic primitive.
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