A Camera.

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A camera, with Lenses, FOV, DOF, and path controlled for animation. i think its a must.

cwright picturehit & miss

A camera is possible with the 3d Transformation patch (just inverse-transform everything)

FOV is available as a built-in patch (private), and as part of GLTools.

Lenses and DoF are impossible to simulate real-time (it's possible to fake it with some clever tricks, but it's very specific for each composition, and there's not real way to do it everywhere automatically).

Motion Blur (not listed, but another property of cameras) is also not trivially possible, but possible with clever tricks.

path information can be done with the timelines patch or with javascript, attached to the 3d Transformation patch above.

hit & run

While inverse transformation is possible -for math guys- , it is still a bit un-natural i think - do you have any such macro ?- With the unleashed power of the KnM 3D plugin, a real camera patch would be an awesome bonus (100points for pedestrians). Especially with the possibility of loading some external camera file with keyframe animation (maybe in CSV format, as discussed somewhere with smokris , as i remember - 3DSmax can export such kind of data). Timelines are a real pain to use (imo), a greatly under-developped function to be efficient.(just check MaxMsp for curves, or vvvv or After Effects or DigitalFusion ...)

A trick for DoF: render the scene as a Zbuffer (with the FOG patch) then use the image as a mask for a blur filter ... (cheapo DoF) A trick for MoBlur: slightly feedback the comp ...

No, seriously, a camera patch would be an OVERKILL bonus. Let's keep dreamin'

cwright picture1/2

GLTools 0.5 (due in any minute now ;) will have a private GLLookAt patch, which can help simulate a camera -- not sure how well it'll work, but it'll start some discussion for sure :)

Dof ..... ..... (I've seen the fog trick used with good success... reading the zbuffer would give slightly better results, but would take much longer and require a lot of ugly hacks that probably won't work reliably).

Compo Feedback for MoBlur isn't quite right -- you want in-between frames fed back, not older frames... though it's a start I guess :)

GLT 0.5 also has a new viewport and matrix loading patch, so if a math nerd would kindly step up and make a killer Camera macro patch from those, they'd wind up famous in the blogosphere! :) hint hint

toneburst pictureDOF

Funnily enough, I've just been messing around with Depth of Field effects in QC. My very simple method, based on the vvvv 'TexCtrlBlur.fx' by kalle, seems to work quite well. The only problem is, I'm embedding the depth value of the rendered cubes (in this case) in the alpha channel, which means I can't use the alpha to comp the cubes on top of anything else later on. I'm thinking of embedding the depth in one of the other channels, but then I'll lose the ability to represent colours properly. If anyone can think of a clever hack to get around this, I'm be interested to hear it.

a|x

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DanieleCiabba picturefico!!!

fantastic work..

toneburst pictureGreat minds think alike...

That's exactly what I did franz. Except I didn't use the Fog patch. My method needs some tweaks, but it's looking promising so far.

ya !

vvvvery promising, indeed. keep us posted !