Inspired by: Okamirufu Vizualizer
Inspired by the biomechanical and organic aesthetics of Okamirufu Vizualizer, this recipe shows you how to create a “living,” pulsating point cloud that looks like a microscopic organism or a floating amoeba.
Operator Families in this Recipe
- POPs (Point Operators): GPU-based point manipulation.
- SOPs (Surface Operators): Converting points back to geometry.
- TOPs (Texture Operators): Post-processing and “oily” feedback.
Part 1: High-Resolution Point Source
- The Container: Create a Geo COMP and enter it.
- The POP Bridge: Create a POP SOP. Double-click to enter the POP network.
- The Shape: Add a Circle POP.
- Divisions →
500(or more for a super smooth silhouette). - Radius →
1.5, 1.5.
- Divisions →
- The Motion: Add a Noise POP after the Circle.
- Noise Type →
Simplex 3D. - Amplitude →
0.5. - Transform (Translate Z) →
absTime.seconds * 0.2. This “scrolls” through the 3D noise field, making the amoeba shift and pulse.
- Noise Type →
- The Attributes: Add an Attribute POP.
- In the Color tab, set the Expression for RGB:
- R:
me.inputPoint.pos.x - G:
me.inputPoint.pos.y - B:
me.inputPoint.pos.z
- R:
- This maps the point’s position to its color, creating a shifting iridescent effect as it moves.
- In the Color tab, set the Expression for RGB:
Part 2: Converting to Mesh
Back in the Geo COMP (one level up):
- Connect the POP SOP output to a SOP to POP (if you want to process more) or directly to a Convert SOP.
- Convert To →
Particles. - Particle Type →
Point Sprites. - Apply a Point Sprite MAT to the Geo COMP.
Part 3: The “Oily” Feedback Loop
To get that characteristic fluid look, we use a feedback loop in the TOP world after rendering:
- Render TOP → Feedback TOP.
- Feedback TOP → Blur TOP (Filter Size: 3).
- Blur TOP → Level TOP (Opacity: 0.98).
- Level TOP → Composite TOP (Operation:
ScreenorAdd). - Drag the Composite TOP back onto the Feedback TOP.
- The Trick: Add a Displace TOP inside the feedback loop, driven by a small Noise TOP. This makes the trails “wiggle” and look like liquid ink.
Part 4: Final Polish
Add a Luma Blur TOP at the end of your chain to create a depth-of-field effect, making the amoeba feel like it’s being viewed through a microscope lens.
Parameter Tuning & Behavior
| Parameter | Behavior |
|---|---|
| Circle Divisions | Higher = ultra-smooth silhouette; Lower = jagged, crystal-like amoeba edges. |
| Noise Amplitude | Higher = more violent, “stretching” distortions; Lower = calm, subtle pulsing. |
| Noise Z-Speed | Higher = rapid shape-shifting; Lower = slow, lava-lamp-like evolution. |
| Feedback Blur | Higher = softer, “glowing” ink trails; Lower = sharper, more defined liquid movement. |
| Displace Strength | Higher = more “oily” turbulence in trails; Lower = straight, clean motion trails. |
Network Architecture
To visualize how the data flows, here is a map of the final network:
[ POP NETWORK ]
Circle POP (500 Divs)
│
▼
Noise POP (Simplex 3D) ───[ Animate Transform Z ]
│
▼
Attribute POP (Pos to Color)
│
▼
[ POP SOP ] ───▶ [ Convert SOP ] ───▶ [ Geo COMP ] ───▶ [ Render TOP ]
│
▼
[ TOP FEEDBACK LOOP ] ◀──────────────────────────────────────┘
│
▼
[ Feedback TOP ] ──▶ [ Displace TOP ] ──▶ [ Level TOP ] ──▶ [ Composite TOP (Screen) ]Data Flow Explanation
- Generation: The
Circle POPcreates the raw point data on the GPU. - Displacement: The
Noise POPmoves these points in 3D space. Because it’s a POP, it can handle thousands of points with zero lag. - Shading: The
Attribute POPcalculates a color for every point based on its current position. As the “amoeba” moves, its color changes. - Feedback: The
Render TOPoutput is fed into aFeedback TOP. TheDisplace TOPinside the loop uses a noise texture to “warp” the trails, creating the oily liquid look characteristic of the Okamirufu style.
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