10.7

Release: VideoTools, v2.4

Release Type: Production
Version: 2.4
Release Notes

Changes since VideoTools 2.3

  • Fixed crash when using the Blackmagic Capture patch. (Bug reports: 1, 2, 3.)
  • Improved quality of the YUV-to-RGB conversion in the Blackmagic Capture patch (eliminated the vertical stripes).
  • Added input ports to the Blackmagic Capture patch to select which device and input connection to capture.
  • Added more capture formats to the Blackmagic Capture patch: 4k (23.98, 24, 25, 29.97, 30), NTSC-progressive, PAL-progressive.
  • Improved error handling in the Blackmagic Capture patch.

Credits

  • The Blackmagic Capture patch was commissioned by Stuart White of Control Freak Systems.
  • Support for selecting and simultaneously capturing from multiple Blackmagic devices was sponsored by Igloo Vision.

Known Issues

  • ProRes 4444 format does not support transparency (so videos are fully opaque)
  • H.264 videos stutter when played backwards
  • All VideoTools patches provide only video input, not audio input
  • Firewire cameras only support certain combinations of Color Coding, Resolution, and Framerate. Watch the Error output and Console log when troubleshooting.
  • Due to issues with the underlying frameworks, video device info cannot be queried once a video device is in use. Therefore Video Device Info is only updated once: when the composition is first started.

Worley Cellular Voronoi Noise (Composition by gtoledo3)

Author: gtoledo3
License: MIT
Date: 2013.04.06
Compatibility: 10.5, 10.6, 10.7, 10.8
Categories:
Required plugins:
(none)

This shader is something I've wanted to do for a long time; a gpu-accelerated voronoi type image filter.

This uses the concept I was thinking of here (http://kineme.net/forum/Programming/StencilbufferinQC#comment-25903) . As I was making it, I realized it would be interesting to also have a mode where the randomness of the grid was controlled by luminosity, so there are a couple of modes for that.

Parameters: -distFormula: This changes the distance formula used for the voronoi computation from linear to "manhattan".

-lightMode: This changes the shader from a flat look, to a simple gradient "lighting" look, to a more complex "lighting" look with adjustable normals, and finally a normal output of the complex look.

-displaceMode: This controls whether the grid noise is triggered by brightness, darkness, or it's a constant value.

-displaceAmt: This controls how much each cell is displaced. With the luminosity displace modes, it's a multiplier, with the constant mode, it's constant.

-density: This controls the density of the voronoi grid.

-uvOffset and Zoom: I've added this because of the nature of the worley algorithm, cells at the top and side can sometimes be right where the texture repeats. A little zoom in and recenter solves this.

-normAdj/normAdjA/B/C - This is only active with the last two lighting modes. This changes the shape of the voronoi facets.

Enjoy. Please give credit if you use it, and also note that it's MIT licensed. The sample composition uses GL Tools, because it renders to a Quad, but if you don't have it installed, just use a Billboard/Sprite/whatever.

Release: Kineme2D, v1.2

Release Type: Production
Version: 1.2
Release Notes

Changes since Kineme2D 1.1

  • Added support for the SVG path command S ("smooth curveto") to the Vector Structure With SVG patch.

Known Issues

  • Triangle Structure With Vector and Extrusion With Vector will not generate triangles, and may under rare circumstances crash, when given a vector that intersects itself.
  • The example composition Kineme2D-latheBalloon.qtz doesn't work on 10.8 due to a bug in QC's Interaction patch.
  • Vector Structure With SVG supports only a subset of the SVG language.
    • Supported SVG features include:
      • SVG files generated by Adobe Illustrator
      • Some path elements (moveto, lineto, horizontal lineto, vertical lineto, curveto (cubic), smooth curveto, close)
      • Basic shapes (rect, circle, ellipse, line, polyline, polygon)
      • Text
      • Groups
      • Transforms
      • Stroke/fill attributes
    • Unsupported SVG features include:
      • Size units other than pixels (inches, ems, percentages, ...)
      • Gradients
      • CSS
      • Scripting
      • Animation

Credits

@bernardo created the Kineme2D logo.

@gtoledo3 and @usefuldesign.au contributed to the sample compositions.

Kineme2D uses the GNU Triangulated Surface Library, which is licensed under the LGPL. Our modifications are provided.

BPM Tap Tempo (Composition by wayna)

Author: wayna
License: Public Domain
Date: 2013.03.20
Compatibility: 10.4, 10.5, 10.6, 10.7, 10.8
Categories:
Required plugins:
(none)

Here is a simple BPM counter, which outputs a value according to any hit input. The counter reinitalize after few seconds, and keeps in memory the last saved value. The reinitialization time can be changed.

Please keep me in touch if you make any useful improvements to this patch. Thanks!

Release: Kineme3D, v1.8

Release Type: Production
Version: 1.8
Release Notes

Changes since Kineme3D 1.7

  • New 3D Vertex Structure to Object patch.
  • Update 3D Object Blend to blend UV coordinates in addition to vertices.

Known Issues

  • OS 10.8 introduced changes to the OpenGL calls made in QC's Mesh and Sprite patches. In OS 10.8 a Sprite or Mesh Renderer patch rendered in the same scene and directly before a Kineme3D Object may corrupt the Kineme3D object's triangle buffer.

Workarounds:

  • If possible, modify the rendering order such that 3D Object Renderer is before the Sprite patch, or not immediately following it.
  • Use 3D Plane Generator and 3D Object Renderer in lieu of a Sprite patch.