Sucked into the vacuum of a black hole: Unity Shader Graph

One of the effects I’ve liked in games is the “everything being sucked into a black hole vacuum” look. What are the correct words to describe it? Does this effect already have a proper name or keyword? In Virtual Virtual Reality, the conceit is that you’re the human employee pruning and vacuuming some machine’s lovely domestic abode and suddenly without warning it is as if you have done a terrible thing; you’ve accidentally sucked the first layer of the world away by mistake!…

Today, I was reminded of it again whilst watching the (ever inspiring) devlog for the indie game Farewell North, so I wanted to figure out how it was made. In Farewell North, it seems like it is being used in the playback scene for memories; the visual effect of being sucked back into the projector is exactly what makes them feel like ethereal memories being played back.

This evening I spent a while trying to figure it out. The answer seems to be using Unity’s Shader Graph (which I’ve actually never properly used before, but it reminds me of Blender’s shader nodes, so I guess roughly get the node based system). I looked around for examples and explanations of how it was created. I am glad to say that with all the power of the internets and online resources, it was indeed possible for me to understand how one can recreate the “sucked into a vacuum” effect. Lerp refers to linear interpolation and the value will change from a to b over t. There’s a Vector3 to set the origin point of the “BlackHole” or where everything will be sucked into / spat out of. And then there is a slider property for the “Effect” (a bit like “time” in this case) which can be helpfully tweaked in Inspector for testing purposes. “Range” is a fixed value. There’s obviously a lot more I can experiment with Shader Graph. But for now… a working example of the “Sucked-into-a-blackhole-vacuum” Shader Graph looks like this:

My basic version of the “Sucked-into-a-blackhole-vacuum” look…

Imagine my Spheres and Cubes teleporting endlessly from this world to another world and then back again – oh wait now you don’t even have to imagine it, here’s an actual visual representation of it!

Arriving at ZK/U / Baugips Casting Experiments / Moabit and Behala Westhafen

A few days ago I got to ZK/U in Berlin (finally) where I’ll be doing a residency for the next two months. I’m also going to try to catch up on a lot of backlog on documentation and writing here.

On seeing a sink in my studio, I decided it was as good a reason as any to experiment with something horribly messy and wet, like plaster casting. So far I’ve only had one other experience trying to use plaster – earlier in the year I went to a two-day plaster casting workshop by Kevin Callagan at London Sculpture Workshop – it was great because it was more about making quick “sketches” in 3D through hand sculpted clay moulds and plaster casting – instead of drawing sketches, the idea was to produce quick 3d plaster sketches of visual ideas, which I really enjoyed doing – and which I want to do more of for “The Library of Pulau Saigon” project I’m working on.

One of my goals for the year is to improve on my model building skills – sadly I have never ever had to chance to do a proper wood/metal workshop/design & tech class, neither have I ever done a foundation art course, so I am generally very clueless (and completely lost) when it comes to what is the proper way to build something. I mean, I build things because I want to build things, but actually I don’t know what I’m doing really….

I found a bag of ‘baugips’ (building plaster) and ‘modellgips’ (modelling plaster) in the communal material shelf, and I happened to chance across some squishy ‘plaster mixing pots’ for 70 cents in a hardware shop along Turnstrasse, so…

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First, I made some moulds to cast the plaster in. I wanted to make some of buildings; the end result turned out to be gross renderings of what I imagine to be ‘berlinesque’ buildings and also the Behala Westhafen building which looms in the distance from my window. I found some blue foam in the communal pile – it is also so easy to work with and make into prototypes! Good thing is that blue foam is a perfect material for plaster casting, and for me it feels less wasteful than using clay, which can quickly become messily inpregnated with shards of plaster, rendering it unusable after a few uses.

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The actual view of Behala Westhafen from the terrace of ZK/U
I wanted to add a note on the Behala Westhafen – it is easy to forget that technically speaking Moabit is an island, bordered by the River Spree, the Westhafen Canal and the Berlin-Spandau Navigation Canal. Looming in front of my window view is the massive, red-bricked Behala Westhafen building, and the trains which come in ever so often, presumably hauling the cargo to be shipped to and from the Westhafen habour. Behala is the company that runs a harbour which ZK/U is right next to here in Moabit, built in 1914, forming Germany’s largest inland port. It is surprising to see the busy port in the middle of the land. You would imagine a sight like this should be at the coast or at the edge of the sea, but here the busy cranes and container port is right in the middle of Berlin!

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I had half of cup of water in the container and poured in the plaster slowly, allowing the plaster to ‘absorb’ the water. It will make a distinctive sound… if “the sound of water being absorbed” can actually be described as a sound? Well you’ll have to hear it to know it. When the plaster begins to stop sinking and starts forming islands that stick out on the surface of the water, you can start to mix it. I am a lazy person so I got a discount rubber spatula to mix it with instead of my hands. Of course if you are a purist you should use your hands to knead out all the lumps, but without introducing too many bubbles.

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Poured into the casts and left overnight to dry.

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Ready to peel away from the mould

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“Fish skeleton”

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“Trilobyte”

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“Ammonite”
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Some manner of a building facade – at this point I’ve realised I’ve done it all inversely by mistake! LET THIS BE A LESSON – is the feature sticking out on the building? To make a mould you should only be cutting out shapes representing each of the recesses, NOT the protuberances on the building! The next time I make a mould of Behala Westhafen I will do the cutouts in reverse.