How it do:
An array of cameras captures depth from multiple angles, and then the output of their depth texture is sampled by a GPU particle shader where each particle is mapped to each pixel from the depth cameras.
An animation event is made to turn the cameras on, and another to turn them off (which freezes the last frame written to the render texture). Then in my mapping script I have a function that finds every note, and on every note beat it will trigger the on animation, wait an 1/8th beat so the player senses a bit of motion, and then trigger an off event to freeze everything.
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Vivify Experiments | Point Cloud "Screenshots" | NatokHD