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Showing posts with the label sop

converting geometry to TOP to work with the 2022 Particle GPU

 To turn a SOP into a TOP (eg a 3d object into texture data) - First convert it into CHOPS, using a SOP TO. This will take each point's XYZ and convert it to RGB. Next convert CHOPS to TOP, using a CHOP TO. Specify the data format as RGB to incorporate all the data. This can now be used with the Particle GPU tool.

normalise audio signal and resampling to X number of samples

 A quick way to normalise your audio signal is to: Add both channels in a Math CHOP Connect an envelope CHOP to this and set the width to the max value (probably 10) Divide the math CHOP by the envelope CHOP in another math CHOP. Values should be sitting between -1 and 1 now. Now that you have these values you could resample them so you have an arbitrary number of samples, eg to display a FFT bar graph visualisation. Connect the normalised values to an Audio Spectrum CHOP Set FFT Size to your desired resolution. Higher for more detail Connect the Spectrum to the first input of a Resample CHOP, set to New Rate, New Interval You can now create a Pattern CHOP and set the length to however many samples you want. Connect this Pattern CHOP to the second input of the resample. In Blieam Tschepe's Audio Wheel tutorial HERE , he uses a GRID SOP instead to resample the audio. This is because he is using the points of the grid to position small rectangles. The X Size of the grid, he uses to g...