So much variance. Great work by everyone. This is a great exercise.
I’ll work on a patch schematic as soon as possible to share it after the voting has closed. If you can share workflow later I think it would be valuable to everyone.
Another awesome round of entries, well done everyone! It was really fun figuring out how to animate this. Thought I’d just type up my patch notes if anyone is interested. All 6 shapes are generated in real time–only Warp mode / ARGB input on Memory Palace is used in this patch.
The patch starts with the DAC output from Fortress creating the Grass and I manually open a Cadet Multiplier in VCA mode to let an unsynced Prismatic Ray modulate R ADC for the upward flowing particle effect.
The seed is created from H/V ramps into Navigator and then into two Arches and Expo / Log outputs are faded with a Cadet Fader and keyed with a Cadet Hard Key Generator to get the oval shape. Position / rotation are manually adjusted with Navigator.
The stem is a FM’d Prismatic Ray that has been keyed against a H triangle ramp. The stem gets narrower from a V ramp into the Pedestal control.
The leaves are a FM’d Prismatic Ray that is also keyed against a H triangle ramp but it goes into a Memory Palace to be rotated 90 degrees / positioned.
The pistil is H/V ramps into Navigator / Shapechanger. The Stencil output goes into one side of a Cadet Fader. The Gradient output goes into Doorway in Outline mode and then into the other side of the Cadet Fader.
The petals are H/V ramps into Shapechanger and its Stencil output goes to Memory Palace to be mirrored on X and Y to create 4 petals and then positioned / rotated. Pendulum’s LFOs modulate various CV inputs on this Shapechanger for constant morphing of the petal shape.
All of these B&W shapes are individually fed into Cadet Faders or Multipliers for manual level control and then sent into multiple Color Chords to be colorized and composited. This final shape is multed out to several parallel processing paths, like through Doorway, Curtain, Staircase, Prismatic Ray (sync input), and Memory Palace. All of these parallel paths are then put into Marble Indexes with various outputs of each parallel processing put into the Opacity CV inputs.
All of the animations / color changes are performed with manual knob tweaking and some modded Soundmachines LS1s multed out to several CV inputs at once, e.g. the Fader for the Pistil is controlled with the same LS1 affecting the Aspect ratio control on the Petals, the X / Y and rotation for the Seed are all controlled with the same LS1, etc. The last part of the patch is the Width control in Memory Palace being modulated by two LFOs from Pendulum mixed together and the Grass appears by itself when I pull down the level on all the Faders/Multipliers for the composited flower shapes.
Lots of crosspatching the Prismatic Rays and Diver into the shape generating modules and Memory Palace’s aux/alpha inputs in vertex displacement mode for some movement.
I love the wide variety of entries, just like last time. And it’s a fun challenge to patch with a specific(-ish) goal in mind… That’s not how I usually do things. Nice work everyone!
we got a live demo of one of the entries in the discord video chat yesterday.
This was a great challenge I’m so happy to see this kind of creativity.
I realized after watching back some of my captures from getting the system set back up that I inadvertently made a flower patch with camera feedback!