int nPoints = 4096; // points to draw float complexity = 8; // wind complexity float maxMass = .8; // max pollen mass float timeSpeed = .02; // wind variation speed float phase = TWO_PI; // separate u-noise from v-noise float windSpeed = 40; // wind vector magnitude for debug int step = 10; // spatial sampling rate for debug float[] pollenMass; float[][] points; boolean debugMode = false; void setup() { size(512, 512, P2D); points = new float[nPoints][2]; pollenMass = new float[nPoints]; for(int i = 0; i < nPoints; i++) { points[i] = new float[]{random(0, width), random(0, height)}; pollenMass[i] = random(0, maxMass); } noiseDetail(14); background(255); } void draw() { float t = frameCount * timeSpeed; if(debugMode) { background(255); stroke(0); float s = windSpeed; for(int i = 0; i < width; i += step) { for(int j = 0; j < height; j += step) { float normx = map(i, 0, width, 0, 1); float normy = map(j, 0, height, 0, 1); float u = noise(t + phase, normx * complexity + phase, normy * complexity + phase); float v = noise(t - phase, normx * complexity - phase, normy * complexity + phase); pushMatrix(); translate(i, j); line(0, 0, lerp(-windSpeed, windSpeed, u), lerp(-windSpeed, windSpeed, v)); popMatrix(); } } stroke(255, 0, 0); } else { stroke(0, 10); } for(int i = 0; i < nPoints; i++) { float x = points[i][0]; float y = points[i][1]; float normx = norm(x, 0, width); float normy = norm(y, 0, height); float u = noise(t + phase, normx * complexity + phase, normy * complexity + phase); float v = noise(t - phase, normx * complexity - phase, normy * complexity + phase); float speed = (1 + noise(t, u, v)) / pollenMass[i]; x += lerp(-speed, speed, u); y += lerp(-speed, speed, v); if(x < 0 || x > width || y < 0 || y > height) { x = random(0, width); y = random(0, height); } if(debugMode) ellipse(x, y, 10, 10); else point(x, y); points[i][0] = x; points[i][1] = y; } } void mousePressed() { setup(); } void keyPressed() { debugMode = !debugMode; background(255); }

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Using Perlin noise to describe wind, acting as an attractor on "pollen" particles moving through it; trying to coax a 2D vector field from the 1D Perlin noise functions. If you let it run for a bit, you'll notice some repetition in form due to the nature of Perlin noise.

Point-based rendering aesthetic inspired by Jared Tarbell.

Click to reset. Any key to debug.

Mark Brand

8 Jul 2009

8 Jul 2009

Have to study this, thanks! Good job.

Giovanni Carlo Mingati

8 Jul 2009

8 Jul 2009

fantastic

Daniela Pardo

21 Jul 2009

21 Jul 2009

amazing *-*, I loved that "wind" effect

Fight With Dogma

10 Jan 2010

10 Jan 2010

Looks like smoke.

Thiago Hersan

8 Apr 2012

8 Apr 2012

This is Dope ! Your 2D noise inspired this : http://www.openprocessing.org/sketch/58241

Luiz Zanotello

10 May 2012

10 May 2012

Damn, ALL your projects are awesome!

8 Jul 2009