The image below is a frame capture from a simple procedural animation of a gradient mapped texture field generated using the Texture Synthesizer. This post will show how the animation was generated. In tomorrow’s post we’ll show the relationship between this kind of Texture Synthesizer effect, and how you could configure the same style of effect using MSG processors.
Working with Depth Offset modulation over time is a great way to self-animate a texture field generated by the Texture Synthesizer over time. You can use keyframe animation in the paint action sequence (PASeq timeline to interpolate any Texture Synthesizer parameter over time in an animation.
Interpolating some Texture Synthesizer parameters can lead to radical changes associated with the generated texture field, especially any parameters associated with popup controls. But interpolating Depth Offset provides a very nature way for any given texture field to slowly evolve or self-animate over time while still keeping the same overall visual appearance.
The PASeq shown in the first 2 gallery images below was what we used to generate out procedural animation. Each of the 2 Texture Synthesizer action steps are identical. So we’re incorporating some recursive modulation (as discussed in our post 2 days ago) to generate some increased visual complexity in the generated texture field.