Inspired by: Okamirufu Vizualizer

Transform 2D text into a dynamic, 3D point cloud that “melts,” “morphs,” and “dissolves” with a liquid-like fluidity. This technique bridges the 2D TOP world with the 3D POP world.

Operator Families in this Recipe

  • TOPs (Texture Operators): Creating the text source.
  • POPs (Point Operators): Driving the “melting” simulation.
  • SOPs (Surface Operators): Turning points into renderable geometry.

Part 1: High-Contrast Text Source

  1. Text TOP: Create a Text TOP.
    • Font → Choose a thick, bold font (e.g., Arial Black).
    • Size → 256 x 256 (lower resolutions work faster for point conversion).
    • Content → Type a single word or letter.
  2. Edge TOP: Connect the Text TOP to an Edge TOP if you want to only generate points on the outline of the text.

Part 2: Pixel to Point Conversion (POPs)

  1. The Container: Create a Geo COMP and enter it.
  2. Bridge to POPs: Create a POP SOP and enter it.
  3. TOP to POP: Add a TOP to POP. Drag your Text TOP into the “TOP” parameter.
    • Source Color → RGB. This creates points based on pixel brightness.
    • Step → 1, 1. This creates one point for every pixel.
    • Threshold → 0.5. This ensures points only exist where the text is white.

Part 3: The “Melting” Simulation

  1. Noise POP (Vertical Flow): Add a Noise POP.
    • Amplitude → 0.5.
    • Noise Tab → Set “Monochrome” to Off.
    • Transform (Translate Y) → absTime.seconds * 0.5.
    • This creates a vertical “drip” effect as points move through a noise field.
  2. Force POP (Dissolve): Add a Force POP.
    • Animate the Magnitude to “explode” or “dissolve” the text when you trigger a button or a music beat.
  3. Solver POP: Add a Solver POP after the noise and forces to give the motion physical persistence.

Part 4: Shading & Rendering

  • Use a Geometry COMP for instancing or convert the points into Point Sprites (see the Amoeba Recipe for the rendering setup).
  • Add a Bloom TOP at the end of your chain to make the melting points glow with a neon “Y2K” energy.

Parameter Tuning & Behavior

ParameterBehavior
Noise AmplitudeHigher = more chaotic, “melting” distortion; Lower = text remains legible but wiggles.
Vertical Drip SpeedHigher = text “melts” rapidly like water; Lower = slow, honey-like viscous flow.
Force MagnitudeHigher = explosive, violent dissolution of the text; Lower = gentle drifting of points.
Bloom IntensityHigher = points become glowing embers; Lower = sharp, distinct digital pixels.

Network Architecture

To visualize how the data flows, here is a map of the final network:

[ TEXT SOURCE ]
Text TOP ──▶ Edge TOP (Optional)
                │
      ┌─────────┘
      ▼
[ POP NETWORK ]
TOP to POP (Pixel Position)
      │
      ▼
Noise POP (Vertical Drip)
      │
      ▼
Force POP (Trigger Dissolve)
      │
      ▼
Solver POP (Physics Engine)
      │
      ▼
[ POP SOP ] ───▶ [ Geo COMP ] ───▶ [ Bloom TOP ]

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