INTRODUCTION TO SOME EFFECTS

by Tuomas (mail author)

1. SUPERSCOPE

2. MOVEMENT

3. DYNAMIC DISTANCE MODIFIER


I've collected here some of the AVS effects that can be customized by a code. These include SuperScope, Movement and DDM (and Bump which I didn’t include). They contain a simple guide and many examples.

1. SUPERSCOPE

I make the first four examples, the other two are made by Tom and Justin. When modifying SuperScopes, the first thing you should do is the change the numbers and see what they do. After that, change the minus, plus, multiplication and division signs to see what they do. After you get the big picture of them you can start to make your own.

MAKING SUPERSCOPES:

SuperScope has four sections in its options. The init defines the SuperScopes starting point and is used whenever the windowsize is changed. The point is the heart of a SuperScope. It defines the shape of the SuperScope and how it reacts to sound. The frame is to define the SuperScopes movement. If you want it to go around or do any kind of motion the speed and direction are defined in here. The beat is to define how the SuperScope react to beat. You can change the direction an the shape when a beat is registered.

THE SIMPLEST EXAMPLE:

x=1.5*i+-.7;y=0.5*v : This creates a line which reacts to the sound on the y-axis. If you change the x and y it creates a vertical line which reacts to beat on the x-axis. The v in the y-axis defines that it reacts to sound. If you change the v to i and put the v in the x-axis then the x-axis reacts to sound. The i means pointposition and creates the line.

EXAMPLES:

1. GOES FROM CORNER TO CORNER:

Init: n=80
Point: d=i+v*0.2;r=t+i*3.555*0.3;x=cos(r)*d;y=cos(r)*d
Frame: t=t+0.03

2. THE WAVE:

Init: n=120; t=100
Point: d=i+v*.5;r=t+i*3.56200;y=sin(r+0.3)*d;x=cos(r*i)*(d*i)
Frame: t=t+0.05

3. SPIRALSTAR:

Init: n=16
Point: d=i-v*0.2; r=t*i*3.14159*4; x=cos(r)*d; y=sin(r)*d
Frame: t=t+0.01

4. SPINNING TRIANGLE:

Init: n=4
Point: r=i*3.14159*130+t; x=cos(r/65)*0.7+sin(r)*0.4; y=sin(r/65)*0.7+cos(r)*0.3
Frame: t=t+0.05

5. CIRCLE:

Init: n=800
point: r=t+i*3.14159*4; x=cos(r)*.2+(.5*v)-.07; y=sin(r)*.5+(.2*v)+.2
frame: t=t-0.05;n=0.9*n+80
beat: n=50

6. SHAKING:

Init: n=40
point: r=i*3.14159*16; x=cos(t+r/8)*0.7+sin(r)*0.3; y=sin(t+r/8)*0.7+cos(r)*0.3; x=x*0.9+0.1*v;y=y*0.9+0.1*v;
frame: t=t+dt; dt=dt*0.92;
beat: dt=if(below(dt,0.005),0.05,-0.05);n=rand(10.0)*4+4;

2. MOVEMENT

Using Movement is simple. You pick a preset from the list and it does something to the preset. But making custom Movement modes is a different deal. After you learn to make a simple mode it is very easy to make your own modes.

MAKING MOVEMENT MODES:

Movement has only one section to define so its is more simple to use than any of the other custom effects. You can define the distance and angle and some extra parameters to define the distance and angle.

SIMPLE EXAMPLES:

1. d=d*2 and d=d*0.5: The numbers in the codes define the distance. The smaller the number the closer the distance gets and the bigger the number the further the distance gets.

2. r=r*5: When used with a render object it creates the render object as a clone on the background times five. The number defines the number of the clones.

3. t=d;d=d*t: t can be used as a substitute or an expansion for the simple code. In the example the t is defined as d.

When you start to use these all together, you have limitless possibilities.

More Movement examples:

1.A CIRCLE IN THE CENTER: d=min(d,0.3)

2.?: d=log10(d)

3.?: d=d*acos(d*atan(d*asin(d*sin(d))));

4.A BALL AT THE CENTER: d=log10(d*atan(d)); d=log10(d*atan(d))

5.?: t=d*sigmoid(t,4.8);d=t*d

6.WEIRD: t=d*sign(d*sigmoid(t,d));d=pow(d,t*bor(d,d*t))-t

7.A BULGE IN THE BACK: t=d*t+rand(t);d=atan(d)*2 (+source map päälle)

8.TIMES FIVE: d=d*d;r=5*r

9.A STYLISH CIRCLE: d=abs(0.05+log10(d)); d=atan(0.9+log10(d)); t=sin(d*2.5); d=sin(d+t*t*t); d=d*d;r=5*r

10.TWISTING: r=r+d*d; d=(d+1.0)*0.1;

11.PULLING INSIDE: d=d+0.005+0.01*cos(r*12); r=r+0.1*pow(cos(r),2);

12.?: d=d*(0.92-cos(r-1.0+3.14159)*0.1); r=r+0.05;

13.A BALL: t=d;d=abs(tan((d+0.04)*3.14159))*0.02;

14.WHIRL: t=d; d=d*0.94;r=r+pow(t,5)*8;

15.HOURGLASS: d=d*0.5/sin(r+32)-t*(d-t);t=t+tan(d*sqrt(d*t));

3. DYNAMIC DISTANCE MODIFIER

DDM (Dynamic Distance Modifier) is pretty much like Movement, except that you cant define the angle here and that it is used to create movement and react to beat. I'm not really familiar with to most advanced movement codes, but I know how to make it react to beat.

MAKING A DDM:

The sections in the DDMs options are pretty much the same like in SuperScope, with the exception of point being replaced by pixel. The pixel defines how the preset is changed and you can use any Movement codes as well, but just remember that it doesn’t understand the angle.

SIMPLE EXAMPLE:

d=d*sin(d)-1*b: This is similar to Movement codes except it has the b which defines that it reacts to beat. When a beat is registered it uses the code and creates an image defined in the code.

DDM EXAMPLES:

1. A BULGE IN THE BACK?

Pixel: d=d*d+sigmoid(d,3.785+d)*b-1

2. A BOUNCING BALL

Init: u=1;t=0
Point: d=tan(d)+t-0.5
Frame: t=t*0.5+b*2

3. BULGE

Init: u=1;t=0
Point: d=pow(sin(d),t*3+0.25)*(1.5+t)
Frame: t=t*0.91+b; DDM: ?
pixel: d=d+log(0.734356)*b

4. A BALL (when using simple)

Init: t=1; u=0
Pixel: d=d-bor(d*3.53,d)*b

5. BOUNCING

Pixel: d=cos(b)*d