
Dillon Francis
Performer Audio Reactive Shader and Particle VFX
A mix of smokey plumes and plasma mesh particle shards flow off Dillon’s back and limbs to bring the magic! Vertex color masking on the character mesh keeps the cosmic glow shader positioned with the emitters.
Audio Reactive Gridscape
This was for our Vaporwave-themed venue. It has multiple visual states that reflect changes in musical intensity. The audio data was limited, but with careful tuning -- and by moving the pivot point slightly above the ground — I was able to get that dancey bounce-back on the mountains between drum transients.
(Ignore the glitchy test mocap)
Audio Reactive DJ Table
Full-spectrum FFT data drives the pin table mesh with positional EQ. A vertex color mask isolates the top-surface to receive the vert offset (normals have been reset upward relative to the face). Use of a 2nd UV-channel maps the audio data independently from the surface mapping.
I made sure to line the sun graphic up with the circular center of the video wall. I also made the video wall asset, including the hologram screen shader and the dissolve transition effect.
If more time became available to further this DJ Table asset, I planned on adding proximity-based holographic elements that appear and react to hand-position, and particles attracted to the hands.