Here's a little waveshape goodie i just cooked up. It also works well with Aspc=0. I can't decide which i like best, so i have both in my WaveShapes folder.
I hope you like it!
//Waveshape name: DD-Spiralysis
Aspc=1
Stps=10
A0="rnd(1)"
A1="rnd(1)"
A2="rnd(1)"
A3="rnd(1)"
A4="rnd(1)"
A5="rnd(1)"
B0="b0+a0"
B1="b1+a1"
B2="b2+a2"
B3="b3+a3"
B4="b4+a4"
B5="b5+a5"
B6="(b18*3-.5)/10"
B7="(b19*3-.5)/10"
B8="(b20*3-.5)/10"
B9="(b21*3-.5)/10"
B10="(b22*3-.5)/10"
B11="(b23*3-.5)/10"
B12=".7*b24/6"
B13=".7*b25/6"
B14=".7*b26/6"
B15=".7*b27/6"
B16=".7*b28/6"
B17=".7*b29/6"
B18="pos(sin(.15*t)+1)/2*pi"
B19="pos(sin(.25*t)+1)/2*pi"
B20="pos(sin(.35*t)+1)/2*pi"
B21="pos(sin(.45*t)+1)/2*pi"
B22="pos(sin(.55*t)+1)/2*pi"
B23="pos(sin(.65*t)+1)/2*pi"
B24="mag(s)*a0"
B25="mag(s)*a1"
B26="mag(s)*a2"
B27="mag(s)*a3"
B28="mag(s)*a4"
B29="mag(s)*a5"
X0="b6*sin(b0)+b12*cos(b0)"
Y0="b6*cos(b0)-b12*sin(b0)"
X1="b7*sin(b1)+b13*cos(b1)"
Y1="b7*cos(b1)-b13*sin(b1)"
X2="b8*sin(b2)+b14*cos(b2)"
Y2="b8*cos(b2)-b14*sin(b2)"
X3="b9*sin(b3)+b15*cos(b3)"
Y3="b9*cos(b3)-b15*sin(b3)"
X4="b10*sin(b4)+b16*cos(b4)"
Y4="b10*cos(b4)-b16*sin(b4)"
X5="b11*sin(b5)+b17*cos(b5)"
Y5="b11*cos(b5)-b17*sin(b5)"
LWdt="9-(s*4)"
Pen="1.2-s"
ConB=1
Meta="reactive=4 detail=4 density=4 morphable=4"
Vers=100
new waveshape
Moderators: BTT, andy55, b.dwall, juxtiphi
- JayPro
- Posts: 738
- Joined: Sat May 01, 2004 10:51 pm
- Location: Huntington Station, Long Island, New York
I have a bit to say here, but nothing bad.
You should use your first B variable as a point of reference on which to build your subsequent B's. IOW, just saying "B0=B0+whatever" doesn't define B0.
Start perhaps with something like this: "B0="s + a0"
Then with each subsequent B-var, you can code up the one before it to build a logical randomness scale.
Example:
B0="s+a0"
B1="B0+a1"
B2="B1+a2" and so forth. (I'm quite sure that you don't have to reference back to A0 in the same way [see below for why]. So it's a pot-luck deal, so to speak.)
Now, as for your A's. I'm assuming that your use of "rnd(1)" throughout means that each A variable used can have a different value from zero to one with every new "call-up" of the config on screen. I would think then that your B's further randomize the config with each additional use af an A variable in them.
It's prolly a poor explanation on my part, but the same principle applies to flowfield coding. "D" variables are used to further randomize things by adding or multiplying A var's to one another. It's just that Waveshaping can apply B's for the same purpose.
Confused yet??
You should use your first B variable as a point of reference on which to build your subsequent B's. IOW, just saying "B0=B0+whatever" doesn't define B0.
Start perhaps with something like this: "B0="s + a0"
Then with each subsequent B-var, you can code up the one before it to build a logical randomness scale.
Example:
B0="s+a0"
B1="B0+a1"
B2="B1+a2" and so forth. (I'm quite sure that you don't have to reference back to A0 in the same way [see below for why]. So it's a pot-luck deal, so to speak.)
Now, as for your A's. I'm assuming that your use of "rnd(1)" throughout means that each A variable used can have a different value from zero to one with every new "call-up" of the config on screen. I would think then that your B's further randomize the config with each additional use af an A variable in them.
It's prolly a poor explanation on my part, but the same principle applies to flowfield coding. "D" variables are used to further randomize things by adding or multiplying A var's to one another. It's just that Waveshaping can apply B's for the same purpose.
Confused yet??
"God is syntax."
Thanks for the comments. I really appreciate you taking the time to explain things for me. I have a lot to learn, and need all the help i can get. Even critizism can be a good thing.JayPro wrote:I have a bit to say here, but nothing bad.
You should use your first B variable as a point of reference on which to build your subsequent B's. IOW, just saying "B0=B0+whatever" doesn't define B0.
Start perhaps with something like this: "B0="s + a0"
Then with each subsequent B-var, you can code up the one before it to build a logical randomness scale.
Example:
B0="s+a0"
B1="B0+a1"
B2="B1+a2" and so forth. (I'm quite sure that you don't have to reference back to A0 in the same way [see below for why]. So it's a pot-luck deal, so to speak.)
Now, as for your A's. I'm assuming that your use of "rnd(1)" throughout means that each A variable used can have a different value from zero to one with every new "call-up" of the config on screen. I would think then that your B's further randomize the config with each additional use af an A variable in them.
It's prolly a poor explanation on my part, but the same principle applies to flowfield coding. "D" variables are used to further randomize things by adding or multiplying A var's to one another. It's just that Waveshaping can apply B's for the same purpose.
Confused yet??
I'll be sure to use your tips and hopefully they will help me to make better configs in the future.
EDIT: I just had an idea that perhaps i could use this tip to create a waveshape that changes shape over time, maybe something like ...
B0="t+a0"
B1="B0+a1"
or
B0="t+a0"
B1="B0+a1+t"
Not sure how this would work, but i'll be contemplating this idea. It would be cool to have a time changing waveshape. I'm sure it's probably been done before.
Dave