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Opas Mühle (vers. 2)

Whether you are a child or you just love beautiful flowers, Opas Mühle offers a fantastic environment with several entertaining effects. The centerpiece is a tacky windmill. Moreover you will discover garden gnomes, soapbubble, shaking mushrooms and more. Everything can be synchronized to a musical beat. I included a few different triggering methods and interactive camera controls like zooming and navigating around the mill.
The general concept could be thought of as a background projection in theaters or for musicals. It might also be an interesting example for a virtual stage in the field of streaming media. Finally this synth is supplemented with a slightly surreal look of the control panel.
However, everything can be driven by external MIDI controls.





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The Idea and Title:

The inspiration of Opas Mühle came from my little son. One of the very first words coming out of his mouth was "Mühle".
He was incredibly impressed by a little windmill in my dads´garden. He is still going "Mühle, Mühle, Mühle!..." when ever he sees anything looking like a windmill.
I think "computer surreality" is not the best toy for a one year old child, but since he loves to press any buttons he can get his fingers on, including resetting computers, and playing with the MIDI Command Station anyway, I couldn´t resist building him an interactive, virtual windmill with touch. When I was modelling the mill, the boy came in and shouted "Mühle, Mühle, Opas Mühle!".
So I got the title. I want to keep this original German title. It means "Grandpas´ Windmill".
I didn´t make a storyboard, the ideas to fill up the scenes have been develloped from one day to the other.








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The main techniques:

I took digital photos of the gnomes and the flowers in my dads´garden and cut out the shapes in Photoshop to have alpha channel inserted later. I used them as the blinking texture maps on the floor. The flower pictures are sourced into the compositor. Each flower has its own phong material to be sourced in a SOP network.
Here I started with a rectangle SOP which is piped into n Material SOPs. The Material SOPs are piped into a switch SOP, where Select Input is set to param ("switch", 0). The Switch SOP is the first input of the following Copy SOP. As the second input I used a grid with randomly but beat synchronized deleted points. My Copy/Stamp function which I sourced into the Switch SOP is: switch: $PT%23 (where 23 is n, the number of inputs). I added copy/stamp params to the sizes and rotations of the rectangles too. I am also using these techniques for the blinking stars in the night-mode.

The animations of the gnomes and windows are prekeyframed Constant CHOPs. Together with the related Timing CHOPs, which have n multiples and certain Shift Steps, they are piped into Lookup CHOPs, set to "All Lookup Table Channels". These results are exported to the objects´ scale respective rotation channels. Similar techniques are used for the cinetrix advertising carpet.

The techniques for the wiggly worm crawling about the terrace is derived from the free touch demo of Puffball.toe. There in the wire object, you can get an idea how it is built. I added a rotation in y, where the speed is coming from a Timing CHOP with the same period value as the one of the wiggle frequence itself. For this rotation I used a count and ramp shape instead of the default ramp only. Then I piped this Timing CHOP in a Math CHOP for further adjustments.

The soap bubbles is a simple particle system like in the free demo of Jetgirl.toe. I just added some variations to their colors and sizes with similar copy/stamp params, which I am using for the flowers.







The controll panel:

I put a mask just in front of the camera plane. The geometry object was parented to the camera itself. The panelmask is a simple rectangle followed by a Texture and a Material SOP. The material itself is a preproduced picture containing alpha, where alpha is specifying the shape of the non masked area. Due to the usage of realtime-access of ch("/obj/camout/focal"), the main task was to find a function for the x- and y-scale channels of the panelmask itself. I created a table as a result of eyeballing the relation between scaling the panelmask and changes in camout/focal I have made. The resulting function was 50/ch("/obj/camout/focal") to use in the scale channels of the panelmask (thanks Greg!).
As I recognized the elliptic panelmask working, I put a corny picture frame around to prerender it. Then I hung this picture on a wall. I took some pictures of different parts of my apartement and "patchworked" them together to source the result as the background picture in ch/panel/bg. Finally I edited the texturemap of the viewport again to transit it to the remaining controlpanel map. This has been a bit a tricky (pixelcounting) 2D work.






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C O N T R O L S


Slider 01 - camera zoom
Slider 02 - camera dolly
Slider 03 - rotates the camera around the y-axis
Slider 04 - translates the camera in y
Slider 05 - translates the interest point of the camera in y

Slider 06 - scales either the path of the butterfly or rotates the                position
of the bats

Slider 07 - changes the density of the flowers and stars
Slider 08 - changes the global sizes of the flowers
Slider 09 - changes the flower species


Slider 10 - changes the environment

Slider 11 - changes the speed of the wings
Slider 12 - changes the direction of the "wind"


Slider 13 - changes the postion of the sun or moon
Slider 14 - changes the hue of the light
Slider 15 - changes the saturation of the light


Slider 16 - clears the camera port for "blurry effects"

Button 01 - toggles the scene from daylight to nightlife
Button 02 - not defined
Button 03 - not defined
Button 04 - not defined
Button 05 - toggles dancing of the fly agarics ON/OFF


Button 06 - toggles dancing of the mushrooms ON/OFF

Button 07 - toggles dancing of the gnomes and windows ON/OFF
Button 08 - reorders the flowers "strobo effect"
Button 09 - toggles beat on the flowers and stars ON/OFF


Button 10 - toggles the soapy bubbles ON/OFF

Button 11 - toggles the display of the wiggly worm ON/OFF
Button 12 - toggles the mill dance ON/OFF
XXXXXXx    play with Slider 12, to see the effect


Button 13 - toggles dancing of the sun respective moon ON/OFF
Button 14 - toggles "advertising carpet" ON/OFF

Button 15

Button 16 - while holding B15 down, tap beat on B16
                (every 4 beats).
XXXXXXx    Press B16 if beat drifts and you want to resync





















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