hello, sorry for the late reply. i built my own computer. It’s nothing crazy really. 16gb ram. nvidia rtx 3060 gpu. check your memory usage in task manager maybe, only have one instance of TD running maybe, also clicking the blue circle in top left of each operator can help with fps sometimes.
This is so sick. Thank you so much! Do you have a playlist of tutorials you watch? I'm curious how and what your learned preceding creating this project
thank you i appreciate that! lets see.. i watched a lot of Acrylicode's tutorials, as well as elekktronaut when I first started. They have great beginner tutorials. Also, ppanik , reflekkt, okamifuru visualizer, and supermarket salad for when you start getting the hang of the software more. all great tutorial channels.
Amazing toutorial. However even If I follow step by step the geometry isn't the same and the colors doesn't blend like your video. A little confusing but thank you very much!
@@ShowSnsdEspa3 Hmm, i carefully tested many times before uploading. maybe you can try turning the speed of the video down? what part exactly are you getting tripped up at?
everything about this is incredible, some suggestions though, it seems the audio analysis is not super accurate and doesnt properly capture or translate low end, kick and just that entire frequency range, going to do some research on how to make this range better communicate that end of the spectrum so that the say opacity or sprite count could be connected to a proper bass track with heavy low end emphasis
thanks dude, yeah go for it. i think it was really only detecting highs iirc, i just try whatever, toggle the analysis values and see what fits/looks the best
also, i’ve realized some of lows highs and mids just don’t work very well for some songs.. the highs seem to work well for most songs, but ranges from the math chop and getting the values in audio analysis sometimes can help tough to get just right. Seems like certain genres of music work really well for this kind of stuff. Check out wave music - underrated genre that many don’t know about. if you like electronic music, def check it out. DM on ig for reccs @96spacewhip if you’re interested
Since you're using a Constant MAT, the Light COMP in your scene isn't doing anything. I'm not sure if it still uses up any cycles, but you can delete it from the network just in case.
@@Raul-cg5fzah okay glad you got it. i think i usually 32bit rgba but made this a while ago so i dont remember lol, but with opacity it always has to be under 1, usually i like to put between .85 and .95
you have to adjust the sliders in the audio analysis operator. threshold kind of affects the sensitivity, when it’s lower it will react to every little sound (mid high or low) gain kind of determines how high the value will go, add sort of determines the lowest value. so if the range was 0.5 - 1, if you increase the gain all the way it will go past 1, decrease the add all the way it will go before .5 (sorry if i can’t articulate it better, that’s just how ive noticed it functions) and smoothness is pretty self explanatory.
sorry for the late reply. and sorry if i can’t explain it really well.. i watch tutorials, then reverse engineer them. the select chop after the audio analysis operator allows you to choose which aspects of the song you want to include/modify. so highs, lows, mids, snare, kick, etc. the math operator allows you to select the ranges for each of those. so if you want the highs to start at .4 and then only go up to say .8 (i reccomend this for mapping highs or lows to opacity in the level top in the feeeback loop) the values will (generally) only go between those two values. adjusting the settings in the audio analysis tool allows you modify the rangers further. Like the lower the threshhold, the higher the detection will be, and vice versa. smoothness will modify how smooth the values change between those ranges, and etc.. i reccomend playing around with the options/modifiers in AA (audio analysis) for each value (high, low, mid) to see what works for the specific song that you choose. it’s not one size fits all, different values work better for different songe. like low smoothness will make the audio reactiveness very fast and sharp and usually too fast. Hope this helps. DM me on instagram if you need more help. sorry if i can’t explain this better @96spacewhip
thank you! transform TOP, choose the color at the bottom, make sure pre multiply rgb by alpha is off, and comp over background color is on. and make sure the last field for “background color” is set to 1 (the fourth field) so it’s not transparent!
@@Cegormy bad lol, i just don’t have a mic. only made this by request on someone from reddit. hence me only have two tuts lol but i’ll take it into consideration!
you press the " + " symbol on the bottom right of the LFO, then click on the middle of the LFO operator and drag it to where you need to paste it, let go - and select "CHOP reference"
Thanks Always!, Quick question!, I would like to listen the music after adusting Audio analysis op. For this i tried to link audio device out op after the Audio analysis op but I could not listen anything. how can it do this?
The Audio Analysis OP converts audio to CHOP data, so it has no audio output. If your goal is to listen to the high, mid, and low parts of the audio as they are filtered by the OP, you can dive inside and connect your Audio Device Out CHOP to one of the Audio Filter CHOPs. They are not labeled, but they are followed by Rename CHOPs, so which is which is obvious.
@@felipeemanuel94 oh sorry i misread that. you can’t connect a null Top to a geo, just drop a render top and connect a null to that. There is a null comp but it doesn’t connect directly to the geo comp