10.5

Mac OS X 10.5 (Leopard)

GLSL Front Facing Demo (Composition by gtoledo3)

Author: gtoledo3
License: MIT
Date: 2015.03.19
Compatibility: 10.5, 10.6, 10.7, 10.8, 10.9, 10.10
Categories:
Required plugins:
(none)

This is a composition that shows how to use the gl_FrontFacing built in variable.

The demo uses that built in variable to show how one can texture an object differently on the front and rear sides.

Release: Art-Net Tools, v1.6

Release Type: Production
Version: 1.6
Release Notes

Changes since Art-Net Tools 1.5

  • Changed network port settings so that multiple applications using Art-Net Tools can be opened on the same computer at the same time.
  • Fixed crash in Art-Net Receiver when a composition is started while there is a large amount of network traffic.
  • Added workaround for issue when using Art-Net Sender in Resolume Arena, so that it continues to send messages after stopping and restarting a clip.

Release: NetworkTools, v1.3

Release Type: Production
Version: 1.3
Release Notes

Changes since NetworkTools 1.2

  • Fixed crash when HTTP Query patch's Body input is connected to the wrong type of port.
  • Added Content-Type to the HTTP headers in the request sent by the HTTP Query patch.
  • Fixed issue where the HTTP Query patch ignored the URL's fragment.

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.

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!

Heavy Swell (Composition by Scratchpole)

Author: Scratchpole
License: Public Domain
Date: 2013.01.11
Compatibility: 10.5, 10.6
Categories:
Required plugins:
GLTools, Kineme 3D

The moonlit sea...kinda!

Updated to the version in the rendered video...and then tidied it up some more. Using a Blur with mask technique from GT to do a fake depth of field effect.

Metaballs Core Image (Composition by gtoledo3)

Author: gtoledo3
License:
Date: 2012.11.11
Compatibility: 10.5, 10.6, 10.7, 10.8
Categories:
Required plugins:
(none)

A classic "metaballs" setup in core image, with some simple lighting.

Pacman Core Image (Composition by gtoledo3)

Author: gtoledo3
License:
Date: 2012.11.11
Compatibility: 10.5, 10.6, 10.7, 10.8
Categories:
Required plugins:
(none)

This is a pacman animation, working in core image.

core image points (Composition by gtoledo3)

Author: gtoledo3
License:
Date: 2012.11.11
Compatibility: 10.5, 10.6, 10.7, 10.8
Categories:
Required plugins:
(none)

This is a translation of Paulo Falcao's "blobs" glsl shader, to core image.

Raytrace Core Image (Composition by gtoledo3)

Author: gtoledo3
License:
Date: 2012.11.11
Compatibility: 10.5, 10.6, 10.7, 10.8
Categories:
Required plugins:
(none)

Nothing super fancy, but a raytracer working in core image.

I'd been thinking about doing this for awhile, from being interested in the way core image always has a dedicated image output without having to render to screen/texture to do something with the result.

It's a little bit of a pain because of typically used functions and working styles not being supported, but it works if you stay within the boundaries. It seems a little slower than GLSL. Less substantial/2D oriented fragment shaders tend to perform better when transferred, seemingly.