ctrlazeal |'s profile

GERONIMO! | DPR LIVE

GERONIMO!
...Uh, love the lows, I love the lows 
'Cause without them there is no high, there is no high 
Like bungee jump, like bungee jump 
When in the air, nowhere to go, nowhere to run...


inspiration
(IS ANYBODY OUT THERE?)
An album produced by DPR LIVE from DREAM PERFECT REGIME in 2020.
THEME: KISS ME (MUSIC VIDEO)

*- Futuristic
*- Outfit: astronaut hat
*- A dreamer of going to the universe
AUDIO CHOSEN: GERONIMO!

*- A word that people will shout when they are excited or being brave, especially when they are leaping from a great height or moving at speed (e.g. bungee jump, skydiving)
*- Similar to say “I can do it!” before taking risky actions

*- Lyrics: No high without lows, bungee jump, nowhere to go in the air​​​​​​​


storyboard
MESSAGE: overcome the fear to have infinite possibilities
REPRESENTATION: fall into a black hole to meet the outer space
OPEN ENDING: land on the Sun? hug? die?

Draft:​​​​​​​

part 1: fear
To create the similar effect of the reference, metaballs are planned to use.
*- one metaball as the center
*- n metaballs as the splitting parts, translate driven by audio

part 2: fall
Deepness is necessary for the visual effect of falling.
*- straight lines
*- fall in a box(exit: square)/ tube(exit: circle)

part 3: float
The Sun, sunlight and the stars create the space.
*- a sphere, warmness (orange)
*- n torus around the sphere, length change driven by audio
*- straight lines moving towards and spread out (glowing white)


houdini network
OBJ/ nodes used: 
*- geometry for testing 
*- camera angles for production 
*- nodes in final result

1a - black ball
METABALLS:
*- 3 sizes (0.4/0.2/0.1)
*- center: pop out from center (audio driven: pit1)
*- merge OP: sticky effect 
(I found that it cannot be achieved by copy and transform OP/copy to points OP, so I duplicated the metaballs and put them in place one by one.)​​​​​​​
*- convertmeta OP: add points to metaballs
*- rotate OP: representation of feeling lost (controlled by sin/cos/pit3 by frame)
*- material OP: add material

MAT/ fearmat
*- principled shader OP: adjust material settings
*- specular, reflection: shiny, liquidy effect

1b - background
WALL:
*- a tube colored in white

FLOOR:
*- a torus colored in black (flat platform with a hole for the tunnel)

2a - tunnel
OUTER SHELL:
*- a tube colored in black, smaller radius for the bottom

INNER LIGHT:
*- a grid (10*10 size)
*- copy to points OP: copy tubes (lines) to each point of the grid
*- transform OP: reduce grid size to 1*1, locate at (0,0)
*- creep OP: texture mapping on a tube (smaller than the outer shell), colored in white
*- material OP: add material

MAT/ glowmat
*- principled shader OP: adjust material settings
*- emission: glowing effect

3A - SUN
SPHERE:
*- transform OP (move): move downward continuously by frame
*- colored in black

3b - stars
SPHERE:
*- copy to points OP: copy tubes (lines) to each point of the grid
*- popnet OP: transform tubes into particles growing from the grid

DOP network:
*- point force OP: force.y = 1 (moving upwards)
*- POP source OP: constant birth rate = 30 (number of particles to emit per second)
*- POP collusion detect OP: particles will be deleted (response: die) when they hit the Sun (second context geometry: yellow line that connects the sphere to the second input of popnet OP)

3c - sunlight
SUNRAYS:
*- torus: shape of a sunray
*- copy and transform OP: length of a sunray (number of torus: driven by audio from channel 0/1/2, maximum length (e.g. 50), increase in even number (+2))
*- sphere: sunrays surrounding the Sun
*- normal OP: apply a normal vector to each point of the sphere
*- copy to points OPcopy torus to each point of the sphere
*- transform OP (move): move downward continuously by frame
*- material OP: add material

MAT/ sunmat
*- principled shader OP: adjust material settings
*- transparency: sunray effect

audio
*- delete OP: delete unused channel (chan1)

VOLUME DRIVEN:
*- lag OP: smooth out the audio data (lag: 0, 0.5)
*- resample OP: reduce the number of data in the channel, reduce calculation time (sample rate: 240)
*- envelop OP: lag + resample (sample rate: 240)
*- filter OP: smooth out the envelop data

PITCH VOLUME:
*- pitch OP: analyze pitch of the audio (multiple frequencies: generate multiple channels that each covers a range of frequency, pitch range: interested frequency range, pitch divisions: number of channels to be generated)
*- math OP: rescale the value
*- area OP: accumulate the inputted value

*- null OP: store the audio result

camera
PART 1: shakey effect, representation of hesitation
*- rotate: sin/cos
PART 1 to 2: fall out slowly into the tunnel
*- curve bezier: create path in curve
*- copy and points OP: copy an object to each point of the curve
*- null OP: store the result
(details in the tutorial video, link in appendices)
PART 2 and 3: fall down quickly
*- translate: decrease by frame
*- effect of getting closer to the Sun during falling: drop faster than the Sun ($F/5 > $F/10)

lighting & export
STAGE/ export by Karma:
*- scene import (all) OP: import all objects from OBJ/
*- karma OP: export with XPU (export faster than mantra in OUT/)

*- spot light OP: add spot light on objects
BLACK BALL:
*- translate: adjust distance with the ball to make different shadows on the wall
*- rotate: swinging effect
*- uniform scale: area of light
*- intensity, exposure: brightness of light
SUN:
*- translate: drop with the Sun
*- uniform scale: area of sunlight
*- intensity, exposure: brightness of sunlight


appendices
useful tutorials:

(camera moving along the path)
// evanrudefx. (2021, July 7). camera along path houdini (easy way) [Video]. YouTube. https://www.youtube.com/watch?v=w_PBjns2sqQ

(gradient color)
// Houdini. (2021, November 25). H19 Nodes 06 | Attribute Adjust Color [Video]. YouTube. https://www.youtube.com/watch?v=PvG-BAJ8Xpg

(karma rendering)
*- light settings
// Houdini. (2021, November 26). Karma 05 | Solaris Scene Setup and lighting [Video]. YouTube. https://www.youtube.com/watch?v=e26g8TXxYBs
*- rendering settings
// Houdini. (2021c, November 26). Karma 06 | Render Settings [Video]. YouTube. https://www.youtube.com/watch?v=AeS9kCKXkoU
GERONIMO! | DPR LIVE
Published:

GERONIMO! | DPR LIVE

Published: