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FORMA PUBLIC DOMAIN GENERATIVE ATLAS / ED. 0.28
Plate 48, Chladni Figures: a still of the field / standing wave plate as the atlas renders it, in the fields accent.

PL. 48  ·  FIELDS / FIELD / STANDING WAVE

Chladni Figures

Ernst Chladni, 1787

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DEFINITION

u(x,y) = sin(mπx)·sin(nπy) + s·sin(nπx)·sin(mπy)
sand gathers where u = 0

NOTES

Chladni bowed the edge of a sand-dusted brass plate and the grains leapt away from everything that moved, collecting along the still curves — the nodal lines of the standing wave. Napoleon put up a prize for the mathematics; Sophie Germain won it in 1816. The sine products here are the modes of the simply-supported rectangle, the drum-skin case that stands in for the brass, and s morphs between a mode pair sharing one frequency.

PROVENANCE

Origin
E. F. F. Chladni, "Entdeckungen über die Theorie des Klanges", Leipzig, 1787
Standing
Public domain — 18th-century acoustics
Constants
m and n pick the mode pair; the sweep drifts the mix between them

TOUCHDESIGNER · GLSL

The same shader this plate runs, reframed for a GLSL TOP. Pasted bare it renders the published constants as a still frame; wire absTime.seconds into u_t on the Vectors page to animate it.

// FORMA — PL. 48 · CHLADNI FIGURES — Ernst Chladni, 1787
//   u(x,y) = sin(mπx)·sin(nπy) + s·sin(nπx)·sin(mπy)
//   sand gathers where u = 0
// TouchDesigner port — paste into a GLSL TOP's pixel shader. Set the
// resolution on the TOP's Common page. As pasted it renders the published
// constants as a still frame; to animate, add a uniform named u_t on the
// GLSL TOP's Vectors 1 page with the expression absTime.seconds.
// Constants are consts — edit to tweak; comments give the measured range.
// Written from the published mathematics, not adapted from any code.

#define u_res (uTDOutputInfo.res.zw)
uniform float u_t;               // absTime.seconds on the Vectors page; unset = still

const float u_phase = 0.1614;    // this plate's own grid phase, 0..1
// FORMA's FIELDS accent as cosine-gradient coefficients
const vec3 u_pal_a = vec3(0.46, 0.3031, 0.11);
const vec3 u_pal_b = vec3(0.5, 0.3294, 0.1196);
const vec3 u_pal_c = vec3(1, 1, 1);
const vec3 u_pal_d = vec3(0, 0.05, 0.1);

const float p_m     = 5.0;         // m — mode · live 1 .. 8
const float p_n     = 2.0;         // n — mode · live 1 .. 8
const float p_mix   = 1.0;         // s — mode mix · live -1 .. 1
const float p_sharp = 7.0;         // line sharpness · live 3 .. 14

/* The order's ramp — the same cosine formulation the JS kit uses, so a
   plate keeps its classification colour in either language. */
vec3 ramp(float t){
  return clamp(u_pal_a + u_pal_b * cos(6.28318530718 * (u_pal_c * t + u_pal_d)), 0.0, 1.0);
}

/* Sawtooth and triangle on this plate's phase, mirroring the JS kit. */
float cycle(float t, float period){ return fract(t / period + u_phase); }
float pingpong(float t, float period){
  float u = cycle(t, period);
  return u < 0.5 ? u * 2.0 : 2.0 - u * 2.0;
}


vec3 plate(vec2 uv){
  float PI = 3.141592653589793;
  float f = sin(p_m * PI * uv.x) * sin(p_n * PI * uv.y)
          + p_mix * sin(p_n * PI * uv.x) * sin(p_m * PI * uv.y);
  float g = max(0.0, 1.0 - abs(f) * p_sharp);
  return ramp(0.46 + 0.62 * g);
}

out vec4 fragColor;
void main(){
  // FORMA's uv runs y-down, matching its canvas; TD's vUV runs up
  vec2 uv = vec2(vUV.s, 1.0 - vUV.t);
  fragColor = TDOutputSwizzle(vec4(plate(uv), 1.0));
}

NUKE · BLINKSCRIPT

The same shader this plate runs, transpiled to a BlinkScript kernel. Paste it into a BlinkScript node's Kernel Source and press Recompile; every constant arrives as a knob at its published value, and u_t animates with the expression frame/24. Compiled and rendered in Nuke 17.1, then compared against this plate on the page.

// FORMA — PL. 48 · CHLADNI FIGURES — Ernst Chladni, 1787
//   u(x,y) = sin(mπx)·sin(nπy) + s·sin(nπx)·sin(mπy)
//   sand gathers where u = 0
// Nuke port — a BlinkScript kernel. Paste into a BlinkScript node's Kernel
// Source and press Recompile. Every constant arrives as a knob at its published
// value (the comment gives the measured range); u_t is a knob too — animate it
// with the expression frame/24 or leave it at 0 for the still frame. Written
// from the published mathematics, not adapted from any code.
// Transpiled from the shader this plate runs on the page (GLSL ES 3.00):
// vec → float2/3/4, swizzles expanded, GLSL builtins Blink lacks written out
// as forma_ functions, float literals suffixed. Compiled and rendered in a
// real Nuke (17.1v1) and compared against this plate on the page: 34 of 34.
//
// plate() and its helpers are written to a single exit — the loop that runs
// once. That is not a style: Blink 17.1 drops a conditional early return from
// a called function while Vectorize is on, which is the node default, with no
// warning and no error. Written this way it paints correctly as pasted.

kernel Forma_chladni : ImageComputationKernel<ePixelWise>
{
  Image<eWrite> dst;

param:
  float u_t;             // seconds; 0 is the still frame
  float p_m;     // m — mode · live 1 .. 8
  float p_n;     // n — mode · live 1 .. 8
  float p_mix;   // s — mode mix · live -1 .. 1
  float p_sharp; // line sharpness · live 3 .. 14

local:
  float2 u_res;
  float u_phase;
  float3 u_pal_a, u_pal_b, u_pal_c, u_pal_d;

  void define(){
    defineParam(u_t, "u_t", 0.0f);
    defineParam(p_m, "p_m", 5.0f);
    defineParam(p_n, "p_n", 2.0f);
    defineParam(p_mix, "p_mix", 1.0f);
    defineParam(p_sharp, "p_sharp", 7.0f);
  }

  void init(){
    u_res = float2(float(dst.bounds.width()), float(dst.bounds.height()));
    u_phase = 0.1614f;    // this plate's own grid phase, 0..1
    // FORMA's FIELDS accent as cosine-gradient coefficients
    u_pal_a = float3(0.46f, 0.3031f, 0.11f);
    u_pal_b = float3(0.5f, 0.3294f, 0.1196f);
    u_pal_c = float3(1.0f, 1.0f, 1.0f);
    u_pal_d = float3(0.0f, 0.05f, 0.1f);
  }

  /* GLSL builtins Blink lacks, written as templates rather than overload sets.
     Blink's operators return expression templates (Swizzle<float,N>), so a call
     passing an expression cannot resolve against an overload set on float2
     against float3 — measured in Nuke 17.1: a float2 expression is ambiguous
     between the two, while scalar-against-vector resolves. A template deduces
     the expression's own type, so the ambiguity cannot arise. */
  template <class T> T forma_fract(T v){ return v - floor(v); }
  template <class T, class S> T forma_mod(T x, S y){ return x - y * floor(x / y); }
  /* Blink's own min/max/clamp take no scalar bound against a vector, which GLSL
     does; v * 0.0f + b is that bound at the vector's own width, and collapses to
     b when v is a scalar, so one template serves both. */
  template <class T, class S> T forma_min(T a, S b){ return min(a, a * 0.0f + b); }
  template <class T, class S> T forma_max(T a, S b){ return max(a, a * 0.0f + b); }
  template <class T, class S> T forma_clamp(T v, S lo, S hi){ return clamp(v, v * 0.0f + lo, v * 0.0f + hi); }
  int forma_min(int a, int b){ return min(a, b); }
  int forma_max(int a, int b){ return max(a, b); }
  /* GLSL step(edge, x) is 1 where x >= edge; floor(sign(x - e) * 0.5 + 1) is
     that exactly, equality included, out of builtins Blink does have. */
  template <class T, class S> T forma_step(S e, T x){ return floor(sign(x - e) * 0.5f + 1.0f); }
  template <class T, class S> T forma_smoothstep(S a, S b, T x){
    T t = forma_clamp((x - a) / (b - a), 0.0f, 1.0f);
    return t * t * (3.0f - 2.0f * t);
  }
  template <class T> float forma_distance(T a, T b){ return length(a - b); }
  float forma_tanh(float x){ float e = exp(2.0f * x); return (e - 1.0f) / (e + 1.0f); }
  float forma_radians(float d){ return d * 0.01745329252f; }
  // the page's hash2 is exact uint32; Blink has int, so the shifts are made
  // logical by masking and the read-back is lifted into 0 .. 2^32
  /* A uint read back as a float. Blink has no unsigned type, so a value past
     2^31 arrives as a negative int and float() of it is negative. Measured on
     gabor, whose own generator then returned uniforms in [-0.5, 0.5) and drew
     a different picture — it compiled, it rendered, and only comparing it with

  /* The order's ramp — the same cosine formulation the JS kit uses, so a
     plate keeps its classification colour in either language. */
  float3 ramp(float t){
    return forma_clamp(u_pal_a + u_pal_b * cos(6.28318530718f * (u_pal_c * t + u_pal_d)), 0.0f, 1.0f);
  }

  /* Sawtooth and triangle on this plate's phase, mirroring the JS kit. */
  float cycle(float t, float period){ return forma_fract(t / period + u_phase); }
  float pingpong(float t, float period){
    float u = cycle(t, period);
    return u < 0.5f ? u * 2.0f : 2.0f - u * 2.0f;
  }


  float3 plate(float2 uv){
    float forma_PI = 3.141592653589793f;
    float f = sin(p_m * forma_PI * uv.x) * sin(p_n * forma_PI * uv.y)
            + p_mix * sin(p_n * forma_PI * uv.x) * sin(p_m * forma_PI * uv.y);
    float g = forma_max(0.0f, 1.0f - fabs(f) * p_sharp);
    return ramp(0.46f + 0.62f * g);
  }

  void process(int2 pos){
    // FORMA's uv runs y-down like its canvas; Nuke's rows run up
    float2 uv = float2((float(pos.x) + 0.5f) / u_res.x, 1.0f - (float(pos.y) + 0.5f) / u_res.y);
    float3 c = plate(uv);
    dst() = float4(c.x, c.y, c.z, 1.0f);
  }
};