Pressure Project 1: Building a Galaxy

Deviating from the original self-generating patch to create something unrecognizable was a process of playing with the shape and wave actors tucked inside of each 50-50 box. Although my patch made several leaps from the original source, this was ultimately an exercise in the unpredictability of not only pattern but challenge. The process of experimenting, problem-solving, and making creative choices based on trial and error allowed me to develop something unique. Each step in the project introduced new discoveries, frustrations, and moments of inspiration that shaped the final product.

I worked on this project in intervals that felt manageable for me. Whenever I could pop the thumb drive in, as long as I wasn’t becoming frustrated, I could keep trucking forward. The moment I’d hit a wall was when I found value in stepping away and coming back with a fresh perspective. Allowing myself space to breathe through the creative process kept me from overworking certain ideas or becoming too attached to one solution. I created drafts at the following intervals: 1 hour, 1.5 hours, 3.25 hours, 4.5 hours, and 5 hours. Each session built upon the last, adding layers of depth and refinement to the patch.

My first hour consisted largely of two things: playing around with different shapes and patterns that were visually appealing to me and organizing the 50-50 boxes onto virtual stages to ensure I was adjusting the correct parameters on the patches. This initial exploration allowed me to get comfortable with the software and begin to establish an aesthetic direction. I decided to take the second 50-50 box and duplicate these hexagon shapes, as evident in the video. I considered having a blinking hexagon of another color travel through the lines of hexagons to give the illusion of movement. Initially, I intended to duplicate this pattern across the whole screen, but as the hour passed, I realized this approach would be too meticulous for what I was looking to accomplish in the given timeframe.

For the first 50-50 box, I experimented with some video actors. I inserted the explode actor between the shape and projector while also adding a wave generator to the vertical position, giving the illusion of a bouncing ball. This small animation gave me my first taste of how dynamic movement could be implemented within the patch. The interplay between controlled movement and randomization became an interesting area to explore.

The next 30 minutes would get interesting as the black void of the stage became strikingly apparent to me. I wanted to texture the space a bit to avoid a completely flat background. I found a background color actor that fixed this problem, but I didn’t like how flat it felt. To enhance the visual complexity, I used the explode actor to create a grain-like texture behind my shape actors. Additionally, I decided to see if I had any audio on my computer to throw in for inspiration. I landed on an ’80s-style synth instrumental. The combination of this music with the textured background inspired me to create an outer-space-style scene. Wanting to reinforce this theme, I focused on making shapes appear to be floating or traveling. I took my bouncing ball from before and added a wave generator to the horizontal parameters, which gave the illusion of flight. However, at this point, I noticed that the projector crop was cutting off the shape along the horizontal base, creating an unexpected limitation that I would need to address later.

In the fourth 50-50 box, which I renamed Box 4, I added a wave generator and a limit scale value actor to the facet’s parameter of the shape. I decided to limit these values between 3 to 6 to keep the shape sharp and prevent it from becoming too rounded. Additionally, I thought it would be fun to implement the same actors to the projector zoom, but this time keeping the values between 100 and 400. This gave the illusion that the shapes were not only increasing in facets but also in size. The unexpected interplay of these parameters created a more organic transformation, making the visuals feel dynamic rather than rigid.

Over the next hour and 45 minutes, I focused on giving my stage actors and parameters that made the piece feel not only like space but something alive. I experimented with my background color and explode actors to create movement when I discovered an actor called Video Noise that resolved this issue beautifully. I also added a subtle stage background actor to adjust the color beneath the noise.

Additionally, as I became more comfortable utilizing Inside Range actors, I decided to base some sort of cue off the music. I connected an Inside Range actor to the position parameter of the movie player, which tracked the number of seconds in the song. Unsure if I could maintain attention for more than 30 seconds, I aimed for something around the 20-second mark. I set my low at 20 and my high at 21, which would then trigger a wave generator. I connected the sawtooth wave generator to two limit scale value actors—one to set the scale position and another to set the vertical position of a shape actor that I envisioned as a planet. I originally attempted to create something that resembled Saturn with a ring around it, but eventually, I realized I was spending too much time refining this one parameter. I ultimately settled on creating dimension via a line size.

Over the next hour and fifteen minutes, I primarily focused on two elements. First, I organized my patch as it was now becoming necessary due to its increasing complexity. Second, I worked on establishing a “night sky” transition. I copied the base 50-50 box and tried to create an explosion that would become the primary layer. Initially, I tried to trigger this effect four seconds after the initial planet would rise, but that didn’t work. I then tried adding an Enter Scene trigger with a trigger delay set for about 24 seconds. This was when I realized the hurdles of real-time rendering, so I created a second scene, which was blank, to flip back and forth between and determine whether my actors were behaving as intended

My final 30 minutes focused on going back to basics and trusting what was working. I scrapped my night sky idea but repurposed the box to return to the galaxy tear concept. I took the night sky and created a shape that resembled the planet. I then used the explode actor and a random wave generator to trigger varying horizontal ranges, creating the illusion of a dying planet.

At this point, the rapid shape actor I had developed in the first hour and a half was feeling stale. To add texture, I introduced the dots actor. However, I wanted to maintain an unpredictable pattern, so I connected the established Inside Range actor to a toggle actor that would turn the dots actor on and off whenever the range from the random wave generator fell between 50 and 100. This was one of my proudest moments, as it allowed me to create something far from the original patch.

At this point, my work was done. I was proud of myself for creating a fun visual that accomplished my goal of creating an outer-space-like scene. This project was a great exercise in evaluation—identifying which actors and elements were useful and which needed to be discarded. Some core ideas were thrown out only to return in new forms, such as the galaxy tear transforming into a dying planet.

During my presentation, I was nervous about whether the piece would hold interest for more than 30 seconds. However, my peers provided valuable feedback. Due to the planet shifting around 20 seconds in, they expected more to happen. This small movement not only shifted expectations but also broke the pattern completely. Additionally, they mentioned that the project felt like the start screen of a video game, meaning my music choice and visuals were in harmony. In the future, I would tackle one box at a time rather than jumping around, which would improve organization and efficiency.



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