Streaming music services make it trivially easy to have access to more music than you could ever need: virtually the entire output of Earth's musicians, thousands of hours added every day, a near-infinite cornucopia of sound. Awesome, no?
I want to convince you that the old way – buying music, either digitally or on physical media, and all the limitations that implies – is better. Not just better for musicians – which it certainly is – but better for you.
Buying music forces you to ask yourself if you'll enjoy it enough to make the purchase worthwhile: the cost prompts you to consider the return on investment. That means thinking about what you like, and why you like it, and in doing so you learn something about yourself. What kind of person are you? Do you need comfort, cheer, inspiration, excitement? Do you have anger to express, regrets to consider, love to give? What needs does this music address?
Buying music encourages you to get value from that purchase by repeated listening, and in doing so gives you the opportunity to discover new depths in the music, depths you wouldn't appreciate if you weren't committing to it. When the music fails to deliver – when it's disappointing, when the album has two good tracks and ten of filler, when two times through is enough – that tells you something too. Learn from your mistakes.
Ideally, you end up with a relatively small amount of music you love, not a functionally infinite amount of music, some of which you like. However you listen, you'll still only explore a minute fraction of all the music out there: as with all experiences, it should be not about trying to minimise the amount you're missing out on – which is, inevitably, almost everything – as much as maximising the value of that you do experience.
We held an open studio on Friday night: Sandra presented her sound installation, Arzu a video she made using images from her previous show, and I showed a bunch of prints and animations from the last month of work. Thanks to everyone who came out on a cold night, and to Heiddi for the photography. And of course thanks to Marina and Sam from Fjúk who made it possible.
Screen capture of the live-rendered animation, with me turning layers on and off. Performance drops to ~15fps with all layers on.
The wind-pattern simulation is challenging to get right: I refactored my code to give me a more flexible way to build "attractors" – nodes which push wind this way or that – and to be able to easily adjust their parameters in real time. That makes it much easier to balance the effects of multiple attractors. After I've finished this piece I'll do some more work using this new particle system.
I've also done a first pass on building the aurora. I need to give it more size variation: at present all aurora particles are the same size, and they all go from white to green to red – that's not how the actual aurora looks. More work on that tonight.
I've build a daylight setting which lowers the brightness n the night side for the core/mantle/crust elements, and I've been exploring larger sizes for those elements. It gets quite exciting as the triangles get larger.
I want to explore how the earth has characteristic weather patterns, prevailing winds which go in different directions at different latitudes. (I'm not rendering any land masses for this project, so the (considerable) effect of the continents on wind patterns isn't something I'll do).
I can create a simplified model of the Earth's atmospheric circulation by creating fields which impart vectors at different latitudes. The fields need to impart more energy at their centre and tail off at the edges: which Wikipedia and Grapher.app, tell me is a normal or Gaussian distribution.
Five of these fields, placed at the centre of the five main prevailing currents turn 6,000 randomly placed particles into a reasonable approximation of large-scale wind patterns. There are a bunch of complexities to deal with (for example, when a particle is travelling northwards and reaches the pole, I have to flip its longitude by 180° and invert the latitude vector) and I'm not showing particles on the "dark side" of the earth away from the camera. I still need to work on the display of the faster particles, but even so the effect is quite appealing.
Calculating and rendering 6000 particles is less CPU-intensive than putting 2000 random triangles on the screen for the other spheres. I can get 30fps just fine: rendering to screen is much more expensive than maths, even "hard" maths like trigonometry and square roots.