10.5

Mac OS X 10.5 (Leopard)

Particle Dance (Composition by cybero)

Author: cybero
License: (unknown)
Date: 2010.07.06
Compatibility: 10.5, 10.6
Categories:
Required plugins:
(none)

An iTunes visualizer utilising GL Tools, Particle Tools [VBO & Textured], Colour shifting & GL Tools [Point Structure].

Twitter search term displayer (Composition by laserpilot)

Author: laserpilot
License: (unknown)
Date: 2010.07.04
Compatibility: 10.5, 10.6
Categories:
Required plugins:
(none)

This is a simple patch (here is it adapted for use inside VDMX..so you'll have to unpublish some of the inputs) that just allows you to enter a search term and it will then grab the rssfeed of that search term from Twitter and display what is coming through the feed.

It just uses the standard RSS feed template otherwise, but it's a fun patch to use if you're doing an event that is using a common #hashtag because people could see their tweets being displayed live.

Nested structure (leafed) (Composition by usefuldesign.au)

Author: usefuldesign.au
License: (unknown)
Date: 2010.07.04
Compatibility: 10.5, 10.6
Categories:
Required plugins:
(none)

This is a tutorial composition demonstrating the difference of item indexes and keys when both are numbers generated within, in this case, a Javascript patch.

Was made in response to the question on this thread Sorting Part Structure

Aspect Ratio Sprite (Composition by gtoledo3)

Author: gtoledo3
License: MIT
Date: 2010.05.29
Compatibility: 10.5, 10.6
Categories:
Required plugins:
(none)

Virtual Patch. Aspect Ratio Sprite. A Scale input value of 1 represents full Input Image Size. Antialiasing is provided as Input port option. The image on the quad is multiplied by the color set on the "Color" input and can be combined with a mask using the optional "Mask Image" input (the mask will be resized to match the image's size).

Note that the Billboard patch is a simplified version of Sprite with fewer parameters and which is especially suited for 2D drawing. Antialiased Edges require the Blending Input Parameter to be set to Over, Add (or Alpha, if Kineme Alpha Blend.plugin is also installed).


This isn't meant to be a groundbreaking Virtual patch by any stretch, but a utilitarian option. It's aim is to simplify workflow, provide a Sprite based renderer that is automatically aspect ratio correct, and expose options for the sprite patch traditionally found in settings.

Volumetric (Composition by cwright)

Author: cwright
License: (unknown)
Date: 2010.05.24
Compatibility: 10.5, 10.6
Categories:
Required plugins:
(none)

This is an example composition that performs a volumetric rendering. Unfortunately, since there's no 3D texture support in QC it just extrudes a 2D texture through space, which is kinda lame. Nevertheless, it's useful for visualizing how it might work, and can still work with texture atlases or procedural volumes.

This will absolutely murderalize your GPU if it's wimpy (since it does lots of texture reads in the fragment shader, a lot of fun driver bugs are exposed too -- my GMA950 simply gives up and dies, producing no output at all, for example). On non-pathetic systems though, it should perform decently (I get 30-60fps on my 8600, unless I pump the sample count up really high).

(PS there's a mini-cwright or mini-awright due out around late december, so expect me to refine this technique more over the next 7 months for some even more relevant volumetric visualizations ;) If anyone has experience parsing such file formats, I'd appreciate any pointers)

Normal Map demo II (Composition by cwright)

Author: cwright
License: MIT
Date: 2010.05.18
Compatibility: 10.5, 10.6
Categories:
Required plugins:
(none)

In conjunction with the previous Normal Mapping demo, today's feature is normal mapping complete with tangent vectors (derived from texture coordinate derivatives)!

Note: this is not for the faint of heart. It drops my GMA950 to its knees, but performs acceptably on my 8800. Definitely not a wise use of GPU resources, but at least it's possible without additional QC hackery.

The tangent vector allows the normal map to work on non-planar surfaces. This could probably be combined with some Kineme3D meshes for some really pretty animations :)

Normal Map demo (Composition by cwright)

Author: cwright
License: MIT
Date: 2010.05.17
Compatibility: 10.5, 10.6
Categories:
Required plugins:
(none)

for whatever reason, there has been a bunch of back-and-forth on bump mapping, normal mapping, and whatnot. To make matters worse, I actually talked about them as if I knew something (generally falling back to harping on needing vertex attributes to do normal mapping due to tangent vectors etc).

Lately, however, I've been experimenting with deferred shading (not in QC, of course, because you need a bunch of render in images, which is slow and annoying) for some demos, and it was at that point that I then realized how normal mapping actually works.

With that knowledge in hand, I whipped up a quick-and-dirty sample composition to show off how this can be done within a GLSL shader.

Sorry for being an idiot, and thanks to psonice for talking about this a long time ago :)

[Also, I think tangent vector can be faked via dFdx/dFdy in the fragment shader -- handy little functions]

Cube Mapped Texture (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2010.05.09
Compatibility: 10.4, 10.5, 10.6
Categories:
Required plugins:
(none)

This is an example qtz that shows a somewhat low rez texture mapped to a cube, so that it appears to be a correct environment.

This is sort of "delicate", in that the viewpoint needs to be at the center of the cube more or less, to have the illusion work.

reactive feedback glitch (Composition by dust)

Author: dust
License: MIT
Date: 2010.05.06
Compatibility: 10.4, 10.5, 10.6
Categories:
Required plugins:
(none)

so im not sure if the video glitch effect is still cool or not but nor do i care because i think the glitch is cool. so this is a video take from my i sight of my x wife singing in just vocals to melody she wrote. i took the melody and glitched it up and turned it into heavy bassline for an electro glitch track i made. so i wanted a video that reflects the vocal and bassline glitches.

to use this file just add you movie file. i added a separate solo drum track and this is key to getting an effect like this as the glitcheeenes is running off the peak amplitude from the audio spectrum.

don't know if this will help anyone but find it a great way to mess up a static shot from the isight.

Impossible Machine (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2010.05.02
Compatibility: 10.4, 10.5, 10.6
Categories:
Required plugins:
(none)

This composition shows how to create a cube system using Iteration, LFO's, Interpolation, and 3 point lighting.

There are many type of movement available by manipulating the input parameters.