S3240013 Pure Data patch - project 2
From Physical Programming
Kate Vella s3240013
So this is what my pure data 'programming' looks like...
I decided to play with particles and see what they can do in creating this patch. I had not yet come across particles in Pure Data, so took the opportunity to learn about them.
At the top-most part of the screen (and the tree) is a toggle, clicking on it turns the particles on and off (visually.)
The 'create, 1' command will open the window and render it.
The number in the form of a message from the 'part source' object box stipulates the number of particles rendered in each frame. In this case, the number is 50.
The 'dimen 800 600' message box that connects to the 'gemwin' box along with the 'create' command, relates to the size of the window when first it opens.
The object box containing 'part_killold 10' kills the particles after a certain amount of time. The number 10 refers to the time.
The 'part_orbitpoint' object box gives the particles a point to orbit around. The message box attached to the second input of the 'orbitpoint' box decides the location of the orbit point. The '$1' of that message box references the number in the box that connects to the first input.
This number can be changed by pressing the keys 'Q' and 'W.' Q will move the orbit point to the left, and W to the right.
The sliders range is from -3 to +3, to ensure the orbit point remains on screen.
The 'gravity 1' message that also comes from the third input of the 'orbit_point' box determines how attracted to the orbit point the particles are.
Continuing down the line, the next object, 'part_color' tells the particles what colour they are meant to be.
A and S change the Red value,
D and F change the Green value and
G and H change the Blue value.
However, after changing the green and blue values, the A or S button on the keyboard must be pressed in order to send the message.(As the slider for the Red value is the leftmost command and the changes to Green or Blue will not be sent until the Red message is sent.)
The sliders used to change the colour range between 0 and 1, by incriments of 0.1.
The command 'pack f f f' connects all three sliders to the second input of the part_colour box. The 'pack' command condenses all the information and puts it into the correct format to read as RGB values.
The next box to come out of the 'part_colour' box relates to a second colour (as the particles can be two or one colour.) This colour is set on white and will not change.
The final command in the tree is the 'part_draw' command. From this command the message 'draw $1,' is one of the inputs. This message tells it to 'draw' a certain number of elements (these can be either lines or points. For this patch, they are points. As the number increases, the points appear as lines.) To alter the amount of elements seen, the nummber arrows are used; the number 8 to increase and 2 to decrease. (Make sure you have number lock on or this command wont work.) The values of the slider range between 0.8 and 2.
And this is the finished product: Media:Particles.zip
WARNING: dont look at it for too long, it starts doing strange things. You might see a tap dancer or some other strange thing lurking beneath the many dots...


