Fireworks Visualizer to your own Music! Light In the Night.
Updated Demo: 6-26-2014
Ported the project to the iPhone and added Augmented reality. Its a free download. You pick a song on your iPod and it blasts the fireworks to the beat in the world using more augmented reality than virtual reality with the back camera as a view finder. The coolest part is you can capture your expierence and share your creations on social networks using the EveryPlay service.
Based on tips and advise, I was going for experience. Download the latest client. Lay back and look up! High, Mid, Base now have their own emitter and the fireworks are now over one's head. If this is liked I think I am going to submit it to Share. Music Starts after 30 seconds.
I started to polish the visuals. You are now on the tip of the cliff looking out into the ocean. You hear the sounds of nature as the sky gets dark. You see the spores in there air contrast against the night's sky and hear the first note. Cool thing about fireworks over water, is well fireworks over water, so check it out! I feel like I got a good size for scale in the demo! Headphones recommended.
4) Put it in LightInTheNight correct data folder 4a) Windows its in LightInTheNight_Data folder 4b) Mac, right click Show Package Contents -> Contents folder 4c) Linux its in the LightInTheNight_Data folder
Launch LightInTheNight, Day -> Night Transition is 15 seconds and then it starts the show!
Enjoy!
- Matt
Here are some screenshots.
I'll try and capture a video.
Future Plans: - DONE - Syncing Fireworks to the Music's Beat - DONE - Being Able to Choose your Own Music for the Show! - DONE - Optimized and Smaller Client - Streaming in Music - Multiple Songs/Playlist - Open to Ideas
You guys are right who noticed that the fireworks were not stereoscopic 3D. It looks like the shader it uses ignores Z/Depth Sorting so it almost looks like it renders it flat. I am going to play with different shaders and see if I can get a better sense of depth on the fireworks. I am also going to turn down the threshold of the fireworks blasting off so there is fewer on the screen at the time and take the suggestion of backing up the show a bit.
I couldn't help but smile when the music started and the fireworks darted. Never in all the demo's I've tried have they made me smile, seems you've gone that extra country mile.
My daughters going to love this, as the misses just did, and I before.
Just updated the demo for today. You are now looking out at the ocean with the reflection of fireworks in the night's sky. Downloaded the latest and check it out! Links below. Instructions on the first post on playing your own music!
Damn Matt, that's beautiful. I tried it with a cover version of ave maria aswell (that was the only .ogg I had handy) and that worked out really well, so relaxing. Seems like the performance is also a lot better in the newer version. My FPS dropped down to 30 often with the old one, but now it dips only sometimes under 40 when downsampling from 1200p (an HD6850 is not very up-to-date :P). I really like that the firework is now further away, it seemed way too close in the first version. The water reflections look very cool aswell!
Some more feedback from me: - The new skybox is not rendered correctly (the typical unity problem) - I wish there was more variation in the firework sounds (hissing & explosion) - Some models in the enviroment (like the trees in the first version) which are affected by the light from the fireworks would be very cool - It would be cool if the enviroment would light up after the song finished with an option of restarting the song & fireworks without actually restarting the demo
Thanks for this demo, I'm really looking forward to future additions!
The daytime skybox doesn't look right in stereo when the demo begins. The spacing looks way off, and makes me cross-eyed. When night has fallen, however, the fireworks rendering looks fantastic with its use of cloud effects. The only thing missing is the smell of the sulfur.
Thanks Lindblum! I forgot switched the big skybox primitive to two skybox components which is wrong because it's on the left eye camera and right eye camera. I'll fix that up!
The fireworks look a bit flat because they are billboards planes. Going to see what I can do about spawning mesh primitives but don't know how much that would help and well hurt performance. The shader it uses might forget about Z-sorting as well. Going to do a bit more research on this.
The reflection on the water kind of gives a sense of depth and distance. Going to button this up and submit to Share shortly.
Thanks again to everyone who has checked this out!
I'd like very much this version too,but i don't like too much that becames night too early.It's a pleasure to wait 1 minutes or some seconds before to start,i don't know how explain you but i prefer the first one demo in this case.
I liked very much the ocean,but the first time where is morning i didn't like too much to see the environment(break immersion). It's too "unrealistic",mostly is only a square with texture and other texture on the horizon.I prefer a lot the environment in the first version(but the ocean is very cool).
Hello! Great Demo - one of my new favorites to show off the Rift.
Just a couple of mild suggestions:
1) A way to change the vantage point of the fireworks (distance, primarily) to where they can explode directly overhead. 2) More than one source for the launch area (multiple launch sites like you'd see in larger firework shows).