A camera watches the floor in front of it. Your silhouette glows from inside the fluid and your movement drives the colour the way wind drives smoke. No sensors, no suits, no controllers, nothing to learn.
The world changes character every minute — water, smoke, fire, ink, glass, galaxy, mandala — and at the end of the cycle every drop of paint drains together and freezes into a logo, or into a QR code a phone can scan.
The logo isn't drawn over the artwork — the paint already on screen physically assembles into it and holds. The QR finale hands a visitor a link, a coupon or a signup.
A webcam, an ordinary computer and a projector or screen. A depth-camera mode exists for dark rooms. Scales to the wall — multi-monitor output driven at 15360×2160.
A full visual world editor ships inside the build, and worlds can be shared through the cloud. One-click installers, written manuals, calibration with the arrow keys.
Unity 6 with the fluid solved as real-time Navier–Stokes in a fragment shader, so it runs at full wall resolution on ordinary hardware. Body tracking is MediaPipe on a standard webcam. Tracking and rendering are separate processes — if the camera side dies, the fluid keeps living and the tracker comes back by itself.
We're looking for venue operators, AV integrators and activation agencies — and investment to put the first installations in place.
hello