Hello everybody,
I'm trying to write a nice 3D waveshape, but obviously I don't understand anything at the referential used...
could anyone please describe it to me?
Where are the axes, the origin, the (1,1), and how we can name the variables...
I saw some s, theta, x,y,x0,y0,t, all sorts of thingsand can't figure out which are which!
And I'm a bit lazy I have to admit ;o)
thanks !
referential and coordinates
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- JayPro
- Posts: 738
- Joined: Sat May 01, 2004 10:51 pm
- Location: Huntington Station, Long Island, New York
Sorry for the delay in responding. Here are some tips that may answer some questions of yours. Please be aware, though, that I'm trying to explain variables I'm least familiar with, as I've created less waveshapes than other effect types.
The s factor is used as an indicator of the sample sound input. There are two functions, i.e. fft() and mag() that can be used to manipulate the sample to get it to react the way you want. The first one picks up the frequency 0f the sample and spits it out visually. The second one I believe is a multiplier of the sample in question.
There's another function called T that's used to time the reactivity and/or movement of the waveshape in question. One can apply certain trig functions to "t" to manipulate how movement occurs.
Another thing that goes into waveshapes is X and Y variables that basically function im more or less the same way as they do in plotting a grid. To be honest, I'm not sure how the theta value applies here. I can tell you with greater certaainty that theta is used in what are called polar flowfields, i.e. pixel maps with r/theta values.
Basically think of R as a pizza and Theta as how that pizza is sliced. I'm certain that this can be extrapolated into waveshapes of circular shape; but I honestly don't know how.
BTW, I do recall reading in a simplified math guide that theta has to refer to some point of origin of an angle within r (the radius); but agaain; I'm kinda slow in math.
Mebbe someone else can better explain how r/theta fits into waveshapes.
I hope this helps...
The s factor is used as an indicator of the sample sound input. There are two functions, i.e. fft() and mag() that can be used to manipulate the sample to get it to react the way you want. The first one picks up the frequency 0f the sample and spits it out visually. The second one I believe is a multiplier of the sample in question.
There's another function called T that's used to time the reactivity and/or movement of the waveshape in question. One can apply certain trig functions to "t" to manipulate how movement occurs.
Another thing that goes into waveshapes is X and Y variables that basically function im more or less the same way as they do in plotting a grid. To be honest, I'm not sure how the theta value applies here. I can tell you with greater certaainty that theta is used in what are called polar flowfields, i.e. pixel maps with r/theta values.
Basically think of R as a pizza and Theta as how that pizza is sliced. I'm certain that this can be extrapolated into waveshapes of circular shape; but I honestly don't know how.
BTW, I do recall reading in a simplified math guide that theta has to refer to some point of origin of an angle within r (the radius); but agaain; I'm kinda slow in math.
Mebbe someone else can better explain how r/theta fits into waveshapes.
I hope this helps...
"God is syntax."
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- Posts: 29
- Joined: Mon Aug 23, 2004 8:17 pm
Google "polar coordinates" for the secrets of x, y, r and theta. You can use either set to describe a wave shape or flowfield. But usually you have something in mind that fits more naturally into one or the other. Andy has a sample config or two in which he explains the a, b, c variables. They are conventions of his programming system. The coordinate systems are part of standard mathematics.
- JayPro
- Posts: 738
- Joined: Sat May 01, 2004 10:51 pm
- Location: Huntington Station, Long Island, New York
IIRC, I believe polar coords are restricted to r/theta, whereas x/y plots are Cartesian.
A variables are used to create random factors vis a vis config variability. B and C vars are used mostly to save computation space and are based on the a vars, i.e. they can be used to multiply one A var by another.
A variables are used to create random factors vis a vis config variability. B and C vars are used mostly to save computation space and are based on the a vars, i.e. they can be used to multiply one A var by another.
"God is syntax."