The porosity lens investigates on how the railway structure acts as a lighting infrastructure that illuminates the space with different lighting that interacts with the pedestrian. In this case, I have used the AI in crysis sandbox as a representation of the pedestrian that travel through a space. This particular space has been added by an installment that acts as an unstable bridge that vibrates constantly to further enhance traveling experience of the pedestrian. The entire bridge is envelope by the modified railway structure that now acts as a lighting infrastructure. The porosity lens will then capture different set of conditions that varies the porosity, which included:-
1. Traveling through the space by the solely local player as the pedestrian 2. Traveling through the space by AIs only as the pedestrians. 3. Traveling through the space as an observer with AIs as pedestrians.
The end result would illustrate the notion of light and color that defines the porosity. Ultimately, the observation of the changing railway structure would give a sense of the lighting infrastructure’s architecture in a real interactive environment.
The objective of this tutorial is to transfer knowledge of editing the property of an AI in a gaming software editor known as Crysis-Sandbox. The particular topic of the video tutorial covers on the glowing property of the AI which relate to the initial experiments through the embodiment of an AI is metaphorically represent as real time humans in the experiments. In other words, the education of this tutorial would benefit the public by exposing the knowledge of the manipulation human property in a real time interactive world.
Firstly, the video demonstrate to the user on how the effect and the potential of the glow property so that one would grasp the basic concept or idea over the video’s intention. The process will then be reverse to the beginning point of the editing process thus allowing one to carefully and meticulously observe the education process in a both visual and verbal presentation. The video is further enhance with subtitles and highlights to clearly indicate the process of the tutorial thus allowing one to easily pick up key points of the video.
The AI Glow flowgraph video tutorial is unique by its own nature because it is compiled by as a hybrid form of flow graph that uses various nodes to achieve the end result. In other words, it is a derivation of a basic AI node into a complex and distinctive flowgraph that differentiate from the existing crysis form of video tutorial. The methodologies of activating the AI glow flowgraph, which is through the use of key inputs, proximity triggers and in-game activation is one of the key element that make this video tutorial more enriching. By adding such element in the video tutorial, viewers could adapt and reenact this particular flowgraph into other flowgraphs that operates in a similar way.
One of the many reasons I picked the glow property of the AI is because of the emphasis and impact that illuminating a scene can create. In my opinion, a glow scene represents active spaces that are functional, vigorous and lively in porosity. Therefore, porosity is can be shift depending on how the glow property is activated throughout a traveling sequence, giving us viewers some perspectives on the changing elements of a space. Such investigation could be beneficial as an infrastructure research to test the interaction of pedestrian and lighting fixtures in a particular space, creating virtual environment that perceive the users and thus evolving the disciplinary of architecture.
In conclusion, the work of this video tutorial is one that demonstrates potential and critical thinking into executing crysis flowgraph .The art of expression is also carry out in a simple notions that permit ideas to transfer in a straight forward and direct manner. Ultimately, the result holds boundless possibilities to aid in visualizing the architecture of an interactive environment.
I have successfully constructed and developed a custom bridge as my installation that integrates with the existing railway structure to create a wavy connection that allowed people to travel. I have not included the texture of the bridge but i intend to use something (timber and dark color) that contrast well with the existing railway structure. The porosity lenses will then capture how the manipulation of the wave movement that interacts with the passengers.
By combining proximity trigger with materialparam nodes, I was able to create a more interactive environment that triggers the glow of an AI. I believed this will greatly improved on my experiment 2 video in terms of showing the porosity lens of the research. Due to the trickiness of this work, I ll also post a video tutorial regarding this particular flowgraph as my Research Assignment to share and educate those about this flowgraph which i find it to be extremely useful. Thank you.
This is a simple flowgraph showing some of the effects of this flowgraph that clearly aided in showing picking AIs to follow the local player (AVATAR) and dropping it depending on the situation.
I managed to form a flowgraph that scale's an entity as you travel through a space. Initially, the scaling interaction was irregular and somewhat distorted but i managed to fix it by mingling around with the vec nodes. Ultimately, a flowgraph node that scale's only the z axis of an entity by calculating the difference of position.
Proximity trigger
More useful flowgraph node that I learned and gonna share with u guys now! The proximity trigger is a great way to combine AI nodes and utilized them to trigger a certain notion that you would like to capture. For example, I used different color lights as a notion to capture the video, displaying how the physical movement of navigating through a space changes the environments color as it progress. That's all for now, stay tuned for more =)