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Piqued has interviewed electronic music artist Stevie Synth for their video series "Monologs". Set for release in January we shot a performance of Stevie Synth in his studio of modular eurorack synthesizers
Stage details before the Tangerine Dream concert at the London Barbican on 13 March 2019. The gaffer tape wasn't needed as far as I know!
Model: Marta Synth
Makeup by: Marta Synth
Photo by: Daniel Albert
Lighting support and special thanks to: Toni Sans
mamiya M645
exp. polaroid ID-UV.
this is a project I made for anälög circus band.
last of the series [for now].
So this is something new i'm working on.
Have seen many great works done with Structure Synth and so i thought i should give it a try myself.
Rendered with vue'd esprit, ambient occlusion lighting from behind the sculpture.
It's one of my first tries...
--Hope you like it--
Model D and Voyager Old School!
Cast a vote of support for these synths at ideas.lego.com/projects/120340.
And while you're at it, check out my prism and spectrurm at:
Long before I started spening time with a SLR camera, these were my creative output tools of choice.
I will slowly be working my way back onto flickr and hope to post atleast one photo per week going foward.
Structure Synth structure. Rendered in SunFlow.
EisenScript:
// Camera settings. Place these before first rule call.
set translation [-2.70854 -0.808419 -20]
set rotation [-0.845321 0.486022 -0.221727 0.530545 0.812497 -0.241696 0.06268 -0.321951 -0.944678]
set pivot [0 0 0]
set scale 0.380927
set maxdepth 600
{ color red } R1
rule R1 {
{ x 1 rz 12 ry -6 s 0.99 } R1
{ s 0.99 } x3
}
rule R2 {
{ x -1 rx 7 rx -6 s 0.99 } R2
{ s 1 } x3
}
rule x3 maxdepth 20 {
set seed initial
{ rz 10 rz 9 s 1.2 y 1 h 1.5 } x3
cbox
}
rule x3 maxdepth 20 {
set seed initial
{ rz -10 rx -6 ry 3 s 0.99 z 1 h 1 } x3
cbox
}
rule cbox {
{ s 0.1 1 1 } box
{ s 0.1 1 1 color black } grid
}
Four more iconic synth models in various stages of prototyping...
I predict completion in the following order:
1) Korg MS-20 (almost done!)
2) Nord Stage
3)Yamaha DX7
4) Roland Jupiter-8
Structure Synth / Sunflow
This render took a very long time on my computer -- 32 hours on a 2.4 Ghz Core 2 Duo. While it was rendering, I investigated distributing the render to Amazon's ec2. I spent 32 cents testing their service, and successfully rendered a small image. I used their basic 0.10 / hr service, which gives you a virtual machine roughly half as fast as a single core in my laptop. They do have a higher speed service that is 0.80 / hour. This gives you 8 cores and is roughly 5 times faster than my laptop. At 0.80 / hr of high cpu time, it would have cost me roughly 5.60 bucks to render it, and taken 6.4 hours.
It should also be possible to use Helios to distribute the render across many ec2 instances to really speed things up. Unfortunately I've run into some bugs with Helios and wouldn't feel comfortable spending money on CPU time yet.
One Way Static (2016)
Happy New Year! I know I've been lazy and haven't uploaded anything since August of last year, so here is a nice repress of the great score to the 1981 slasher film The Burning.
Packaged in a radioactive bag. #84/100
An example of applying textures to Structure Synth -> SunFlow output.
You will have to modify the Structure Synth export templates to use the desired texture, e.g.:
shader {
name "shader05"
type phong
texture "texture.png"
spec { "sRGB nonlinear" 1.0 1.0 1.0 } 50
samples 4
}
(Notice Phong shading requires a light to be present in the scene)
In order to apply the texture you also need to assign UV (texture) coordinates to the polygons making up the standard box. Modify the existing box definition to the following:
object {
shader none
transform col 0.001 0 0 0 0 0.001 0 0 0 0 0.001 0 0 0 0 1
type generic-mesh
name "Box"
points 8
1 1 1
1 0 1
0 0 1
0 1 1
0 1 0
0 0 0
1 0 0
1 1 0
triangles 12
0 3 2
0 2 1
2 3 4
2 4 5
3 0 7
3 7 4
0 1 6
0 6 7
1 2 5
1 5 6
5 4 7
5 7 6
normals none
uvs facevarying
1 1 0 1 0 0
1 1 0 0 1 0
0 0 1 0 1 1
0 0 1 1 0 1
0 0 1 0 1 1
0 0 1 1 0 1
1 0 0 0 0 1
1 0 0 1 1 1
1 0 0 0 0 1
1 0 0 1 1 1
0 0 0 1 1 1
0 0 1 1 1 0
}
For the shader above, the texture image is repeated on each face of the box. If you want finer control over the orientation and position of the textures, you have to modify the UV coords above.