Procedural Proscriptions
00:00
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06:05
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1. |
Death Bias Alpha
06:47
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Cube map UV
Static image
Normal map lit
With diffuse
Extrusion bringing shape
Molding in 3D
Texture overlayed
Decal's company
Non-uniform
Rational
Basis spline
Geometric
Tris from quads
Twice as efficient
Hyper-threaded
Multi-core
Central process
Integral
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2. |
Skeletal Bifurcation
06:30
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Vector fields
Stationary points
Partial differential
Equation smooths terrain
Joints of the body
Twisted out of form
Saddle node fold
Pure annihilation
Decimating quads
Split into tris
Folding in between
Real-time collides
U-V map laid out
Skinned from the model
Textures are mapped
Specular followed
Resolution increased
Modelling the deceased
Scanning the newly dead
Geometrically perfect
Locked and exhumed
Unfold digital skin
Data rotting away
Rasterizing the dead
Incompatible
Mesh simplification
Reduced to fewer
Quads from nurbs
Stationary points
Topological
And or qualitative
The integral curves
Equilibria
Fixed-points
Transcritical
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3. |
Rigid Body Displacement
08:34
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Per-poly collision
Mass has been configured
Image once planar
Displaced into geometry
Data extracted from height map
Harvested quads to model
Joints introduced
Rigid body mutilated
Fractured seems calculated
Punched in divisible of 2
Ragdoll low-poly sphere
Used in rasterization
Volumetric fluid physics
Displace the new skeleton
Render intense contortion
CUDA accelerated
Woven frames unshaded
Rigid body displacement
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4. |
Serrated Tessellation
07:20
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Visual sim
Sculpting the ground
Indented image
Dimensions unbound
Lacking in symmetry
Extruded to 3D
Meshes are now applied
Tessellation alive
Texturing in scaled grey
Colourless and square
Height map data source
Protrusion has the node
Serrated blade scanned
Photogrammetry
Knife-edged intuition
Crafted from 2D
Unbeveling edges
Object comes to be
Mold transgressive normals
Chamfer vertices
Edge or vertex info
Lacking in true form
Wedged in between faces
Unsculpted below
Shader compilation
Plugged into the nodes
Vector parameters
Calculate the curve
Pre-faced and pre rendered
Covering source, UV
Blackened map for the unseen
White, the data molds geometry
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5. |
Procedural Proscriptions
06:05
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Editable tool
Foliage dispersed
Variable inputs
Forbidding transmute
Instance constant shader
Sharing properties
Flows exsanguination
Bleeding rendered scene
Contact shown
Collision
Generate
False shadows
Empty world to spawn
Density and randomness
Culling the few actors
Bounce lighting with diffusion
Open CAD design
Subsurface scattering light
Mesh upholds diffusion
Parallax occlusion
Spline bending the flow map
Twisting blood and bone
Sculpting and extruding
Skeletal mesh clone
Intersecting terrain
Displacement on floor
Downstream execution
Procedural Proscription
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6. |
Dithering Anisotropic
10:03
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Trilinear oblique angle
Fading horizon
Textured in distance
Mipmap sample
Initial
Constance input
16 multiply
Connect nodes
Different shader
Specular
Bounce light shown
Particle emission
Emissive transparent
Indirectly rendered
Occluding and rasterizing
UV mapping
Coordinates
Texturing objects
Decal laying
Side projection
Cross-section interfering
With the polygon
Reform albedo
Normal map made
Bump map protrusion
To tessellate
Animate the corpses
Scanning dead life forms
Live again in the void
Of dithering anisotropic
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7. |
Fracturing the Voronoi
07:01
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Subdivisions
Monolithic
Cylindrical
Fractured whole
Unlimited particle birth
Down to units
Voronoi worth
Time-based deforms
Rendered inefficient
Power draw soars
Surge components
V-RAM exceeded
NV-Link bridge
Multi-cards needed
Exhaust vent ridge
Constance added
Hi-res image
Material instance
Emissive
Protruding polygons
Mesh out of control
Wireframe entangled
Wrecking the code
Poly budget
Limit bools
Text edit memory pools
Countless sparks illuminate
Dynamic and ray-traced
Dual-channel
4 RAM slots
Cas-latency
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8. |
Incalculable Thresholds
06:14
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Cell encryption
Binary code
Dual-socket cross connection
Two CPU's, one motherboard
ATX form, four 8-pins
Scan-line interleave
Completely Obsolete
Incompatible, renamed afterwards
Radiosity unfolds
Baking into texture map
Pre-rendered interior scene
Blood decals upon the walls
Initiate sequence of frames
Coagulate scattered remains
Raytraces of death inside
Once polygons
Now gory splines
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9. |
Geometric Dismemberment
08:00
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Triangular amputation
Extruding arm ripped from joint
Cast dynamic soft shadows onto self
Particle emission
Fluid flowing out
Tessellating mesh
Overcomplication
Higher resolution
Gore rasterization
Mesh resembles femur
Splicing through the joint
Necessary model
Fluid physics run
Simulation needed
Crimson actor flowing
Out of severed limbs
Blood has depleted
Inarticulation
Gore-infested render
Polygon entrails
Specular on blood
Rotting cadaver
Human carcass
Decaying in real-time
Completed render of one's life
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Perilaxe Occlusion Ontario
Rasterized death metal.
XE: Drums, Cello
XT: Guitar, Bass
Contact: perilaxeocclusion@gmail.com
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