Depth Aware Audio Reactive Particle Simulation - ComfyUI Tutorial
Education
Introduction
In this tutorial, we'll explore an innovative audio-reactive workflow using particle simulations. This guide will take you step-by-step through the setup while introducing new functionalities from the My Node Suite, specifically focusing on audio reactivity and particle simulators.
Introduction
Hello everyone! I'm Ryan, and today I’m thrilled to share a new audio-reactive workflow I've developed. This project features some exciting new functionality in the particle simulators from My Node Suite, which I haven't showcased before. Alongside the well-established audio manipulation capabilities, this tutorial demonstrates how to efficiently create a visually stunning particle simulation that reacts to audio input.
I have linked the workflow and the GitHub project in the description for your reference. If you enjoy this video, please consider liking, subscribing, or supporting my work on GitHub and CivIT, where you'll also find the relevant assets for this tutorial. Let’s dive in!
Setting Up the Audio
To start, we load a short audio clip—just three seconds—for this example. This clip will be critical for establishing our audio reactivity. We calculate the number of frames needed at 30 frames per second and set aside empty images and masks for later use, storing the audio as a variable for further manipulation.
Next, we separate the audio into its components and focus on the drums. The amplitude envelope of the drums will be extracted and manipulated with a feature mixer.
It’s important to note that you can replace the audio input with other feature sources, including motion, depth, MIDI, proximity, color, and brightness. In this instance, we set a feature threshold to eliminate unwanted sounds, leaving us with kicks and snares, which work brilliantly for our desired outcome.
Image and Mask Setup
For the visuals, we prepare our input images and masks, specifically masking the water. At one point, due to a limited frame count in the input video, I reversed and concatenated the frames, resulting in a total of 759 frames, although we only need 90 for our project.
Using an image interval, we selected images starting from frame zero. The mask outlining the white water will now serve to filter our input images further.
Depth Maps and Particle Simulation
We then manipulate our depth maps and initiate the particle simulation process. The particle simulation takes place within a mask, allowing us to use the full frame for our simulation. We can include various emitters and separate sets of particles for finer control.
Here’s where the new functionality comes in: we've introduced a feature that allows us to modulate the emission rate of our particles based on the audio features we set up earlier. This modulation will create bursts of particles corresponding to the kicks and snares in our drums, enhancing the visual impact.
With three separate particle emitters, we can create multiple distinct particle plumes, each governed by its own depth settings. The depth-aware composite method produces an intricate visual output, showcasing particles at various depths within the scene.
Final Steps: Processing the Output
After setting up the particle simulation, we mask our output and apply an IP adapter for enhanced clarity, particularly focusing on the water’s interaction with the particles. The output goes through a de-noising process and is subsequently upscaled.
Conclusion
Thank you for following along! I hope you found this tutorial informative and helpful. If you have any questions or need further clarification, feel free to ask in the comments. Don't forget to like, comment, and subscribe to support my work. Thank you for your time, and happy creating!
Keywords
- Audio reactivity
- Particle simulations
- My Node Suite
- Amplitude envelope
- Feature mixing
- Depth maps
- Emitter modulation
- Visual effects
FAQ
Q1: What tools do I need for this tutorial?
A1: You will need My Node Suite, an audio clip, and some video or image assets for input.
Q2: Can I use different types of audio besides drums?
A2: Yes, you can use any audio source, as the feature system supports various types of input such as MIDI, motion, and more.
Q3: What is the purpose of the depth maps in this workflow?
A3: Depth maps are used to create distinct layers for the particles, allowing for a more dynamic and interesting visual output while reacting to the audio input.
Q4: How does the emitter modulation work?
A4: The emitter modulation works by controlling the rate at which particles are emitted based on the amplitude of the audio features, specifically the kicks and snares in this case.
Q5: Where can I find the workflow and assets?
A5: The workflow and related assets are provided in the description and are available on the GitHub and CivIT pages linked in the tutorial.