Mac OS X 10.5 (Leopard)
This is gears simulator, click on gears to adjust number of teeth and angle.
The composition editor shows the "gear tree", you can add, remove gears...
I didn't managed to iterate, if anybody has an idea, thank by advance !
Sorry if I posted this first in the wrong place...
have a nice day
kalman vector filter.
a kalman filter is used heavily in computer vision as it is an included filter. you can use it to predict things like musical notes or something its arbitrary the data. normally it is used to smooth out values that have some sort of noise in them.
This JS code implements custom JS functions I wrote too mimic Quartz Composer's standard Smooth Patch inside JS patch execution.
The demo comp shows the results are identical to all the curves associated with the interpolation and smooth patches.
The motivation for writing was the annoying procrastination that the JS Smooth Array code that the Apple QC Visualiser Template employs. It's noticeable that the acceleration is proportional to it's distance from the current input value, resulting in sprites that seem repelled by their target co-ordinates when using that kind of expression. It's also not observant of a set period and is dependant on the input delta for it's slope, since it only carries the last frame value in state — nothing else.
I've also included files for Apples Grapher app which I used to determine the curve expressions (equations). Thanks to Yves Barois who help me to use Grapher's trickier functions (hello piecewise equations) despite Apples woefully scant documentation for that app.
Please credit code when used or used with alterations in your JS code and in your QC comp. Drop me an email too if you like!
usefuldesign [dot] au [at] gmail [dot] com
Release Type: Production
Changes since Kineme3D 1.2
Thanks to @gtoledo3 for his work on the structure explode.qtz sample composition.
The NetworkTools plugin lets you send and receive data over a network, or between applications on a single computer.
Unsupported on OS X Mountain Lion (10.8) and above
Please download the trial and make sure it meets your needs before purchasing. Due to bugs in Apple's Quartz Composer framework, we cannot guarantee that Kineme plugins will work properly on Mac OS 10.8 and above. Our focus has shifted to developing Vuo.
This is a composition that takes the depth buffer from a QC scene, using the GL Read Pixels from GL Tools, and the color buffer, and composites them using a GLSL normal map shader (cwright's Normal Map Demo I). A normal map is derived from the depth image provided by Read Pixels, to create the lighting effect, using a custom CI patch.
One of the cool byproducts (to me at least), of doing this, is that it shows the "flat lighting"/non smoothed version of the QC scene when you read the actual Depth and convert to normals.
It used to be possible to read the color buffer using GL Tools Read Pixels; this broke in SL. So, this also shows how reading the depth buffer can still work, and how one can still get color by employing RII.
It does a pretty good job of painting pixels that should be occluded darkly. It's a sort of fragile setup, and it's possible to break it by changing it (eg. adding extra processing at different points, flipping various non-published params, layers, etc.).
I did a little mashup of my upload from yesterday.
I have it creating a normal map on the fly, making it's own lighting using greyscale procedural feedback trails/particles, doing a low-rent volumetric light thing, and working with multitouch.
You'll need kineme multitouch patch, and the normalmap_gt plugin from my page (georgetoledo.com).
It's semi 10.5 compatible. One of the particle systems/iterator combo's uses smooths inside... that won't work the same in 10.5, but the rest of it generally will.
This is a QC interactive graphics composition that renders tentacle like graphics with multitouch.
This uses the kineme multitouch patch.
One thing that's probably kind of generally helpful(?) in this composition, aside from the multitouch or graphics stuff, is that it coaxes a particle system to render something on the second iteration, when two fingers are down (it seems like there's a QC bug that prevents that from working as expected).
the plugin is called mouse mover it shows up your library as mouse trap.
input_x and input_y need to be in pixels. left button down and up should be pulsed in etc..
use this plugin at your own risk.
This is a companion to the other normal map filter, that samples from more pixels than CINormalMap_gt to make it's normal map from heightfield.
Included is another composition that makes a normal map on the fly using this filter.