10.5

Mac OS X 10.5 (Leopard)

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.