WCCC_Pressure

3 min read
Table of contents

PlanetaryPressureCycles
For this week's Creative Code challenge by @sableRaph: “ Pressure ”, PlanetaryPressureCycles takes LiveCodeLab, SonicPi & Hydra code to mimic the cycles of weather pressure. Where High Pressure tends to lead to clearer skies and less wind while lower pressure leads to cloudy/stormier outcomes. The possible cycles in this planetary system are showcased in this sketch.
Poetry
Pressure roams both fast and slow
It externalizing its will
As it decides to fill
Energetic traits when it is low
Stormy intents tend to spill
Winds tends to follow
Clouds are no longer shallow
Planetary Cycle
Of Pressure shall follow
Video
Code
LiveCodeLab
if time % 6 > 3
animationStyle motionBlur
if time % 30 > 20
simpleGradient color(154 + time % 30 * 2,155 - sin(time)* 50,tan(time)/sin(time) - 0.2),pink,orange
if time % 30 < 10
simpleGradient aqua,color((time % 30)*7 + 24,abs(sin(time) * 244)),blue
if time % 30 < 20 && time % 30 > 10
simpleGradient color((time % 30)*7 + 24,abs(sin(time) * 244),(cos(time) * cos(time)) * 255), color(255 - (time % 45 * 5),200/time % 12 + 1,155),color(154 + time % 30 * 2,155 - sin(time)* 50,tan(time)/sin(time) - 0.2)
if time % 15 > 10
ambientLight 100,20,200
fill color((time % 30)*7 + 24,abs(sin(time) * 244))
stroke yellow
if time % 15 < 5
ambientLight 255,255,0
fill orange
stroke color((time % 30)*8 + 24,abs(sin(time) * 244))
if time % 15 < 10 && time % 15 > 5
ambientLight 200,125,90
fill color(154 + time % 30 * 2,155 - sin(time)* 50,tan(time)/sin(time) - 0.2)
stroke color(154 + time % 30 * 2,155 - sin(time)* 50,tan(time)/sin(time) - 0.2)
if time % 12 > 6
rotate (time % 4 + 1)/9,(time % 4 + 1)/9,(time % 4 + 1)/9
move (time % 12 +1)/12
else
move (time % 12 +1)/12,(time % 12 +1)/12,(time % 12 +1)/12
rotate sin(time),cos(time),tan(time)
ball
resetMatrix // Reset here to keep the upper Portion and Lower Portion seperate
pushMatrix
rotate time, sin(time) * sin(time), Math.hypot((time % 6), sin(time))
pushMatrix // bookmark the position after the rotation
move (sin(time)*0.5) * (sin(time)*2), tan(time) /12
ball 0.75
move 0.5, 0, 0
pushMatrix
move ((sin(time)*0.5) * (sin(time)*2)), tan(time) /12 * -1
ball 0.25
popMatrix
popMatrix
move -0.5, 0, 0
ball
resetMatrix // resets the position
rotate time, sin(time) * sin(time), Math.hypot((time % 6))
scale sin(time) * sin(time) / 2, time % 3 + 1, time % 3 + 1
ball
popMatrix
Hydra
//Stormy Time
s1.initScreen()
src(s1).blend(shape([4,8,12,16,10,5,2].smooth(),[0.5,1,2,1,0.25].smooth(),[3,1.5,0.25,2,3,4,5,4,3,2,1].smooth())).scale([0.25,0.5,0.75,1,2,1,0.25,0.3].smooth()).luma(0.5).invert().colorama(0.17).blend(noise(1,2.5,1).color(0.25,0.5,0.75)).repeat([2,3,4,5].smooth(),[1,3,5,4,2,0.5].smooth()).modulateRotate(src(o0).pixelate(500,7500).invert(1.7).colorama(0.25)).modulateScale(src(o0).scrollX([0.5,0.25,0.15,-0.25,-0.1].smooth())).
out(o0)
speed = 2.5
s1.initScreen()
src(s1).diff(shape([4,8,12,16,10,5,2].smooth(),[0.5,1,2,1,0.25].smooth(),[3,1.5,0.25,2,3,4,5,4,3,2,1].smooth())).scale([0.25,0.5,0.75,1,2,1,0.25,0.3].smooth()).luma(0.5).invert().colorama(0.17).blend(noise(1,2.5,1).color(0.25,0.5,0.75)).repeat([2,3,4,5].smooth(),[1,3,5,4,2,0.5].smooth()).modulateRotate(src(s1).pixelate(500,7500).invert(1.7).colorama(0.25)).modulateScale(src(s1).scrollX([0.5,0.25,0.15,-0.25,-0.1].smooth())).
out(o0)
speed = 2.5
s1.initScreen()
src(s1).diff(shape([4,8,12,16,10,5,2].smooth(),[0.5,1,2,1,0.25].smooth(),[3,1.5,0.25,2,3,4,5,4,3,2,1].smooth())).scale([0.25,0.5,0.75,1,2,1,0.25,0.3].smooth()).luma(0.5).invert().colorama(0.17).blend(noise(1,2.5,1).color(0.25,0.5,0.75)).repeat([2,3,4,5].smooth(),[1,3,5,4,2,0.5].smooth()).modulateRotate(src(s1).pixelate(500,7500).invert(1.7).colorama(0.25)).modulateScale(src(o0).scrollX([0.5,0.25,0.15,-0.25,-0.1].smooth())).
out(o0)
speed = 2.5
Sonic Pi (Slowed Down)
with_fx :distortion do
with_fx :krush do
live_loop :Riffing do
use_synth :dsaw
n1 = (ring :b1, :a2, :c3, :e4).tick
play n1, release: 0.26, cutoff: 87, res: 3, wave: 1.2
sleep 0.25
end
end
end
with_fx :ixi_techno do
with_fx :reverb do
live_loop :Riffing2 do
use_synth :pretty_bell
n2 = (ring :a1, :b2, :d3, :e4).reverse
play n2, release: 0.76, cutoff: 117, res: 1.5, wave: 1.2
sleep 0.120
end
end
end
with_fx :gverb do
with_fx :flanger do
live_loop :Riffing3 do
use_synth :sine
n3 = (ring :a1, :b2, :d3, :e4).shuffle
play n3, release: 0.76, cutoff: 117, res: 0.8, wave: 1.2
sleep 0.45
end
end
end
live_loop :Riffing4, sync: :Riffing do
use_synth :pretty_bell
n3 = (ring :a1, :b2, :d3, :e4).tick
play n3 if spread(5,12).tick
sleep 0.45
end
live_loop :Riffing5, sync: :Riffing2 do
use_synth :piano
n3 = (ring :a1, :b2, :d3, :e4).tick
play n3 if spread(7,12).tick
sleep 0.45
end
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