BLACKGUMMY

NOCTURNAL WONDERLAND

BLACKGUMMY

NOCTURNAL WONDERLAND

Up-and-coming mau5trap artist BlackGummy joined forces with Imaginex at Nocturnal Wonderland 2018 to show off a breakthrough in live performance visuals. The Imaginex team has been hard at work developing SceneProv, a real-time 3D scene viewer system run in tandem with Crescent Sun. The visuals for the show consisted of seven SceneProv scenes as well as one scene built using a new technique we call Kitbashing.

SCENEPROV

SceneProv, programmed by Eric Mintzer, is a system custom built in TouchDesigner used to connect 3D scenes to Crescent Sun. BlackGummy’s visuals for this set were powered using two computers connected via NDI. One computer, running Crescent Sun, received visuals rendered by the other, running SceneProv, while sending information back to control the scene.

VJING

Normally a VJ’s job is to transition seamlessly between different pre-rendered video clips, but with this setup, the job became even more in-depth. With the unique combination of Crescent Sun and SceneProv, our VJ Alan Curtiss was able to control aspects of each 3D scene through a MIDI controller without ever leaving Crescent Sun.

Up-and-coming mau5trap artist BlackGummy joined forces with Imaginex at Nocturnal Wonderland 2018 to show off a breakthrough in live performance visuals. The Imaginex team has been hard at work developing SceneProv, a real-time 3D scene viewer system run in tandem with Crescent Sun. The visuals for the show consisted of seven SceneProv scenes as well as one scene built using a new technique we call Kitbashing.

SCENEPROV

SceneProv, programmed by Eric Mintzer, is a system custom built in TouchDesigner used to connect 3D scenes to Crescent Sun. BlackGummy’s visuals for this set were powered using two computers connected via NDI. One computer, running Crescent Sun, received visuals rendered by the other, running SceneProv, while sending information back to control the scene.

VJING

Normally a VJ’s job is to transition seamlessly between different pre-rendered video clips, but with this setup, the job became even more in-depth. With the unique combination of Crescent Sun and SceneProv, our VJ Alan Curtiss was able to control aspects of each 3D scene through a MIDI controller without ever leaving Crescent Sun.

CUSTOM ANIMATION

Each 3D scene was created from scratch by our animator, James Johnson, and constructed in a way that allowed for them to be altered in real time. Scenes had controls for moving and altering camera views, applying 3D effects within the scene, and more. Even the virtual lights were connected to Crescent Sun controls, allowing for exciting possibilities where, in the future, lighting consoles connected to Crescent Sun could control virtual scene lighting alongside physical stage lighting.

KITBASHING VISUALS

The innovations in concert animation don’t stop with the 3D realtime scenes. At Nocturnal Wonderland we showed off a technique unique to Crescent Sun. A Kitbashed animation takes the Kit-based approach from model-making, 3D modeling, and level design, and applies it to the process of creating animations for unique pixel maps. Rather than re-rendering a custom piece of animation for every new stage on a tour, Kitbashing involves creating a 4k render with several different possible shapes, allowing us to use one video texture for vastly different stages.

CUSTOM ANIMATION

Each 3D scene was created from scratch by our animator, James Johnson, and constructed in a way that allowed for them to be altered in real time. Scenes had controls for moving and altering camera views, applying 3D effects within the scene, and more. Even the virtual lights were connected to Crescent Sun controls, allowing for exciting possibilities where, in the future, lighting consoles connected to Crescent Sun could control virtual scene lighting alongside physical stage lighting.

KITBASHING VISUALS

The innovations in concert animation don’t stop with the 3D realtime scenes. At Nocturnal Wonderland we showed off a technique unique to Crescent Sun. A Kitbashed animation takes the Kit-based approach from model-making, 3D modeling, and level design, and applies it to the process of creating animations for unique pixel maps. Rather than re-rendering a custom piece of animation for every new stage on a tour, Kitbashing involves creating a 4k render with several different possible shapes, allowing us to use one video texture for vastly different stages.

A Technical & Visual Feat Produced by the BlackGummy Team


Naader Banki & Daniel Moline – Artist Management
Iman Maroufkhani – DJ/Producer
Eric Mintzer – Technical Director
Alan Curtiss – VJ
James Johnson – Animation
Josh Bennett – Project Manager
Photos provided by: AI Visuals