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Built an interactive 3D particle system with Grok 4.1 that morphs between Mobius strips, toroidal vortices, spherical harmonics, Lissajous curves and fractal branches, with a sci fi HUD, live stats, trails, and smooth camera controls.

83,844 просмотров • 8 месяцев назад •via X (Twitter)

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This guy built a visual scanner that reads 468 points on his face and 42 points on his hands from a regular webcam and turns them into a cloud of thousands of particles right between his palms. Inside, MediaPipe and TouchDesigner are linked: the first captures hands and face from the webcam with high accuracy, the second turns those coordinates into a live plane and feeds it into a POP system that instantly generates a swarm of particles in the shape of a head. No studio, no render farmer, no VR headset. Just a laptop, a webcam, and 1 TouchDesigner session. And traditional VJ studios keep teams of 5 people on a setup with lighting, custom hardware, and commercial plugins, while his expenses are only a TouchDesigner subscription and a regular USB camera. One laptop runs MediaPipe and TouchDesigner simultaneously, holds the camera stream at 60 FPS without drops, and in parallel processes 468 face points + 21 points on each hand. The camera captures frame after frame, MediaPipe in real time sends TouchDesigner the finger coordinates and face geometry, and the POP operator inside the engine translates those numbers into thousands of particle points with colors from bright pink to gold. This setup immediately defines the role of the tool and the limits of its autonomy. It knows where the fingertips are at every moment of the frame. It knows how to read the face geometry at any angle to the camera. It knows how to draw a swarm of particles between them with the right color and contour. → MediaPipe pulls 468 points from the face and 21 points from each hand, 60 times per second → TouchDesigner receives those coordinates, builds a virtual rectangle between the fingertips, and feeds it into the POP system → POP generates thousands of particle points in the shape of a head, coloring them in a gradient from bright pink to gold → The HUD layer adds green corners and a blue neon frame, styling the image like an AR interface → All layers assemble into 1 real-time frame that projects back onto the video in the camera window → The final image is recorded to a file or broadcast to a projector for a live installation And only when the guy spreads his hands wider does the plane between the palms stretch; brings them together, it narrows. Otherwise the system runs on its own. And when he moves from his home room to a concert hall, the same laptop with the same webcam launches the same TouchDesigner session in just 5 minutes, without reconfiguration, without a new team, and without a single line of new code. In his work setup there is no studio of his own and no team for assembly. On the desk sits a laptop with a webcam, on top run MediaPipe and TouchDesigner with POP operators, and the same setup through a USB camera moves to any concert without a new configuration. Out of everything I have seen this year, this is the cleanest Creative Coding setup on 1 laptop: 0 render farms, 0 studio lighting, and between them 3 libraries, thousands of particle points, and 1 webcam.

Blaze

38,242 просмотров • 2 месяцев назад

Grok Imagine Cinematic Prompt A cinematic, wide-angle shot of a massive, heavily armored mecha sniper emerging from a thick layer of ice and snow in a desolate arctic tundra. The mecha is pristine white and industrial, featuring a colossal railgun-style sniper rifle with glowing blue energy components. It shifts into a stable firing stance, shedding chunks of ice as it moves. The Shot Sequence: The Activation: Close-up on the barrel as blue electrical arcs and a swirling energy vortex charge up at the muzzle. A high-tech digital HUD overlay flickers across the screen with targeting data. The Firing: The railgun fires a powerful kinetic blast, creating a massive sonic boom and shockwave that clears the snow. The Impact: The camera follows a high-speed projectile or a jet-propelled craft streaking across the frozen plains at ground level, leaving a dual trail of displaced snow behind it, culminating in a massive explosion against a distant ice wall. Environment & Atmosphere: Setting: A vast, wind-swept arctic landscape with towering icebergs and a heavy, overcast grey sky. Lighting: Cold, diffused natural light with high-contrast glowing blue accents from the mecha’s sensors and weaponry. VFX: Realistic particle effects for falling snow, shattering ice, and swirling mist. Heavy motion blur on the high-speed chase sequence. Style: * Ultra-realistic 3D animation, 8k resolution, cinematic sci-fi aesthetic, reminiscent of Armored Core or Metal Gear Solid. Quick Tips for AI Generation: Keywords: "Mecha," "Railgun," "Arctic Tundra," "Energy Vortex," and "Cinematic HUD" are your best friends here. Lighting: Specifying "Cold lighting" or "Overcast" helps maintain that desolate, frosty mood.

Thoughts Creator

23,678 просмотров • 3 месяцев назад

Created with seedance 2.0 on Yapper by using the prompt: Create a 15-second ultra-smooth anime-style gameplay cinematic inspired by a futuristic Japanese city exploration game. A young anime girl character with white/silver hair, wearing a stylish black-and-white futuristic outfit with short skirt, thigh-high socks, and combat-style shoes, is running and climbing across red rooftop houses in a dense modern Tokyo-inspired city. Environment: Bright sunny daytime, blue sky with soft clouds, realistic anime lighting, modern skyscrapers in background, cherry blossom trees near houses, urban Japanese neighborhood mixed with futuristic city towers. Rooftops have realistic red metal textures with sunlight reflections. Character movement: Fast agile parkour movement across rooftops. Smooth running → jump → wall climb → rooftop landing. Natural anime body physics, cloth movement, hair bounce, accurate foot placement. Movement should feel like real gameplay captured live from a AAA anime open-world action game. Camera style: Third-person gameplay camera positioned slightly behind character. Dynamic camera follow with slight handheld motion. Smooth tracking movement. Minor motion blur during jumps. Game HUD/UI visible on screen like a real anime action RPG. Mini-map top left, action buttons on right side, health/stamina bar bottom center. Sequence: 0–4s Character runs across rooftop while camera follows behind smoothly. 4–8s She jumps between rooftops with cinematic slow-motion mid-air moment. 8–12s Character grabs edge of higher rooftop and climbs upward naturally. 12–15s Wide gameplay shot showing futuristic city skyline behind her while she stops briefly on rooftop edge. Wind moves hair and clothes naturally. Style & Quality: Ultra detailed anime rendering, high-end cel shading mixed with realistic lighting, smooth gameplay animation, modern gacha game aesthetic, polished textures, soft bloom, sharp shadows, immersive open-world atmosphere, 60fps feeling, cinematic gameplay trailer quality. Negative Prompt: low quality, broken anatomy, floating body, extra limbs, blurry textures, bad hands, static camera, unrealistic movement, low fps, distorted face, glitch effects, ugly lighting, oversaturated colors, missing UI, stiff animation.

Anissa

20,332 просмотров • 2 месяцев назад

Can a handcuff made of paper really lock your heart in place? 回帖里还有另一版,哪个更好? Seedance prompt: 👉👉👊👊Presented in a style that resembles real video footage captured with an unprocessed iPhone handheld camera. All camera settings are automated. The footage features noticeable handheld shake and operator breathing sounds. Autofocus operates quickly in dim environments, frequently searching for targets among colored lights, with delays. Automatic white balance changes dramatically with the shift between purple-blue lighting on the stage and skin highlights. The image is generally dark and noisy, but retains real lens flares, overexposure in high-light areas, motion blur, and severe background blurring. Only in-built environmental sounds are used: low-frequency electronic music from the nightclub (severely distorted through the phone microphone), noise from crowds, and drumbeats with a sense of vibration. The microphone also has significant distortion at low frequencies. The footage is captured from the perspective of real people/audience members. The composition is occasionally imperfect, with slight tilts or cropping at the edges. A young Asian woman is used as a reference for the appearance of the character. She has long black wavy hair, and she is wearing… She wore a golden sequined dress, standing on the stage of the nightclub. At 0-3 seconds, the camera pans slightly within the crowd at the nightclub, with the image being slightly dark, focusing on the stage. In front of her, a black-clothed person wearing a mask handed her several folded white strips of paper. She took the papers, then slowly wrapped them around her wrists, simulating the effect of being tied with ropes. Her movements were deliberate and slow. The white paper left obvious marks on her wrists. From time to time, she would look up at the camera, with a playful smile on her lips. The stage was illuminated by purple-blue lights, with the camera adjusting its exposure between the lights and the person in front of it, resulting in slight overexposure and noise in the image. In the background, we could see the stage lights reflecting off the crowd and equipment, with noisy environmental sounds in the background. At 3-7 seconds, the camera moves forward, switching to a closer handheld perspective.She wore white strips around her wrists (simulating ropes), and began to perform in a seductive dance pose before the first-person camera. Her body moved slowly, with her hands “bound” by the strips, either overlapping or raised forward. Her waist and hips swayed gently to the rhythm of the music, her eyes fixed straight at the camera, with a hint of teasing and inviting gaze. Occasionally, she would look down at her wrists, then raise her head again, her eyes casting an even more suggestive light toward the camera. She leaned forward, her movements full of seduction yet elegant. The golden sequin dress shimmered under the colored lights, and the camera quickly locked onto her image. The male singer and stage lighting in the background were heavily blurred, creating a strong mobile phone-style background blur and light spots. The low-frequency music was severely distorted through the microphone, and the camera shook slightly due to the operator’s proximity, along with the sound of breathing.The entire scene depicts a dark, noisy, and unstable environment, reminiscent of a real nightclub setting. At the end of the scene, the camera focuses on her hands, wrapped in white paper, as she maintains a seductive dancing posture. Her eyes are fixed straight ahead, and the camera moves slightly back and forth.

John

15,923 просмотров • 1 месяц назад