Innovative Audio-Driven Liquid Metal & Glass Animation ProjectInnovative Audio-Driven Liquid Metal & Glass Animation Project
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Built this to learn about POPs and audio analysis in TD. The concept was simple: liquid metal and glass, something that felt like heat and had texture. The core is a sphere with noise displacement and uniform scale tied to the bass. The veins are a particle system with trails. The glass forming effect comes from how the particles move and die. Under the hood there's an audio analysis network splitting the track into lows, mids, highs and an energy parameter. Each one driving a different part of the visual. Bass pushes the core, mids control particle birth rate, highs affect the noise and spiral force, and energy controls the growth and freeze of the veins themselves. Post processing does a lot of the heavy lifting, without the bloom and feedback pass it's just lines spawning out of a ball.
Still tuning the material and light setup but happy with where the system is.
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