Visualising Rainfall Data

As part of my ongoing research into ecological data and its role in shaping virtual environments, I’ve been exploring the visualisation of historical rainfall records. This early experiment uses monthly rainfall data from the Bureau of Meteorology (BOM), dating back to 1904, to generate both visuals and sound in Touch Designer.

The process began by exporting the data as a CSV and filtering it to isolate the relevant rainfall values by month and year. From there, I formatted the dataset for use in Touch Designer, allowing me to begin translating numbers into visual and sonic form.

Step 1: Separate raw data from BOM and filter it down to rainfall values by month and year.

Step 2: Process the data for compatibility with Touch Designer.

Step 3: Animate a particle system and noise texture to represent rainfall amounts, while simultaneously using the same dataset to modulate a noise waveform, turning rainfall into a soundscape.

Step 4: Attach temporal markers (year and month) and render the outcome.

The result is a particle-based visualisation where the density and behaviour of particles correspond to rainfall levels, accompanied by an evolving sound environment. Both visual and audio elements are directly shaped by over a century of environmental data, offering a sensory encounter with long-term climate patterns.

This workflow is also a testbed for future applications. My goal is to extend these experiments into Unreal Engine, where real-time or pre-recorded environmental data can drive the behaviour of virtual landscapes. For example, rainfall levels could determine how water flows through a simulated forest, or how plant forms adapt and shift in response to changing ecological conditions.

By grounding digital environments in historical and real-time ecological data, I aim to create virtual spaces that embody more-than-human agencies, where water, plants, and climate patterns actively shape the experience. This experiment is just the first step toward developing immersive, data-driven works that reimagine our relationship with environmental cycles. Stay tuned for more experiments!

Thanks to Max Brading for assisting this development 🙂

Ancient Tides and Living Waters: Reflections from K’gari

I recently had the privilege of spending time on K’gari Island, the world’s largest sand island and a UNESCO World Heritage Area, resting on Butchulla Country. This immersive field trip was delivered by UniSC, Sunshine Coast Creative Alliance and The Refinery and based at the Dilli Village Research Station, where I had the opportunity to engage in deep listening, place-responsive research, and creative experimentation.

K’gari Research trip team Drone footage by Leah Barclay

K’gari is estimated to be over 750,000 years old, its form shaped by the relentless and rhythmic movement of water. The volumes of sand carried along the eastern coast are staggering, around 500,000 cubic metres of sand move north past each metre of shoreline every year. These longshore drifts have formed the island’s extensive dune systems, which are still shifting and transforming under the forces of wind and tide.

What struck me most was how water not only creates but sustains this living island. K’gari holds the world’s only tall rainforest growing entirely on sand and more than 100 freshwater lakes, many of them perched lakes, suspended above the water table by layers of organic matter and sand. These systems are delicate, ephemeral, and entirely dependent on the movement and memory of water.

Each morning, I woke to the changing sounds of water, the tides drawing breath through the Great Sandy Strait. On K’gari, water is not static. It is dynamic, active, and filled with agency. It sculpts, reshapes, and remembers. Twice daily, the immense tidal movements flood and drain the coastal wetlands, blurring boundaries between land and sea.

 

This field trip has been a grounding and generative experience. As part of my ongoing practice-led research into environmental systems and digital media, I’ve been gathering videos, image sets, sound recordings, and data, thinking about how creative technologies might express the agency of water. 

Water doesn’t just mark space, it carves time. On K’gari, this temporal dimension of water is visceral. It holds stories of ancient formation, of climate shifts, and of ongoing ecological transformation. My time here has challenged me to think beyond representation, to consider how collaboration with environmental forces might shape the work itself.

Enormous thanks to UniSC and The Refinery, Megan Williams and Leah Barclay for facilitating this unique opportunity, and Toby Gifford and Marian Tubbs for sharing skills and inspiration and the other incredible artists who shared in this experience. This will flow directly into the next iteration of my project, as I continue to explore how we might embody the wisdom and agency of water through art.

Introducing Re-Cultivate

Hi everyone! I’m Yandell Walton, a Naarm-based artist working across digital media, immersive installation, and environmental art. My practice explores more-than-human ecologies through technologies such as moving image, real-time systems, and responsive environments. I’m particularly interested in how we might reframe our relationship to the natural world by decentralising human agency and creating systems that are shaped by nonhuman forces.

During this residency, I’ll be developing a series of experimental works that investigate data-driven digital ecosystem built in Unreal Engine, shaped by live environmental data sourced. Blurring the lines between the organic and the technological, the project aims to present a speculative posthuman landscape in constant flux, an ecosystem co-authored by human infrastructure, nonhuman life, and artificial intelligences.

These works will explore how environmental data, particularly from water systems, can animate and shape digital ecosystems. I’ll be working with water not only as material and concept, but as agent, asking how flows, rhythms, and environmental shifts in water bodies can be translated into visual and temporal language.

Using 3D forms modelled from various forest environments I’ve visited, such as the Daintree and Wollemi, with upcoming research on K’gari, I’ll begin experimenting with how these digital ecologies can move and respond to live or recorded data from waterways, rainfall, or humidity patterns. The aim is to allow the data itself to guide the tone, movement, and atmosphere of each work, creating an evolving dialogue between digital forms and the environments they emerge from.

This residency offers a space to test new technical processes, expand my knowledge of LED electronics, and explore how sculptural screen-based works can function as living, responsive systems. I’ll be using this page to share experiments, reflections, and progress as I go.

Thanks for being here! Excited to share the journey.

Yandell