10.6

Mac OS X 10.6 (Snow Leopard)

kalman filter plugin (Composition by dust)

Author: dust
License: (unknown)
Date: 2011.04.27
Compatibility: 10.5, 10.6
Categories:
Required plugins:
(none)

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.

http://kalman.sourceforge.net/

Kinect Gesture Recognition (Composition by scalf)

Author: scalf
License: (unknown)
Date: 2011.04.27
Compatibility: 10.6
Categories:
Required plugins:
(none)

After fiddling with some Logic/Conditional patches in QC I was able to get the Kinect/Tryplex Toolkit combo to make use of gestures. The two included (Left/Right Swipe) are pretty simple, but great.

Please feel free to expand, I am sure a circle gesture wouldn't be too hard, nor a check mark.

Have fun, hope this helps!

[http://www.vimeo.com/22936012}

JS smoothing functions for scalar value using interpolation curves (Composition by usefuldesign.au)

Author: usefuldesign.au
License: (unknown)
Date: 2011.04.27
Compatibility: 10.5, 10.6
Categories:
Required plugins:
(none)

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: Kineme3D, v1.3

Release Type: Production
Version: 1.3
Release Notes

Changes since Kineme3D 1.2

(beta v20100307)

  • Fixed issue when rendering inside Render In Image (save/restore array buffer binding)
  • Fixed a potential crash condition when loading corrupt .md2 files.
  • Switched .obj, .dxf, .3ds, and .dae file loading from FBXSDK to Open Asset Import.
  • Added support for a bunch of other formats provided by Open Asset Import.

(beta v20100312)

  • Fixed crash when attempting to load meshes with no 3D geometry.
  • Updated drag-and-drop mesh loading to reflect new formats.

(new)

  • Added object names as structure keys for 3D Object Loader patch's Objects output port.
  • Fixed some intermittent crashes when using .fbx files.
  • Fixed crash when attempting to load models with no texture coordinates.

Thanks

Thanks to @gtoledo3 for his work on the structure explode.qtz sample composition.

16 Pad Visual Mixing Environment (Composition by scalf)

Author: scalf
License: (unknown)
Date: 2011.04.15
Compatibility: 10.6
Categories:
Required plugins:
(none)

A friend and I recently threw a Flash Rave in a effort to raise money for Japan. All went well and it was successful in every way.

That being said, I made myself a 16 pad visual mixer with Tryplex's toolkit. You use one hand to choose the visual and the other can "bounce" to the music. This way there is no timing, sliders, or controls to muck with. All you have to do is select/switch between the visuals and jam to the music with the other hand and the visuals will follow suit!

I would like to say thanks to Tryplex for all the great work (http://code.google.com/p/tryplex/)

And also to Gtoledo and Zugakousaku for some of their compositions which I have learned from greatly in the past while!

have fun!

Release: NetworkTools, v1.0

Release Type: Production
Version: 1.0
Release Notes

Initial release.

NetworkTools

$23.00
$23.00

The NetworkTools plugin lets you send and receive data over a network, or between applications on a single computer.

HTTP Server patch

  • Receives HTTP requests. You can use commands encoded in the URL and query parameters to control your composition from another application or another computer.
  • Can receive bytes of arbitrary data in the POST body. (Note: Kineme DataTools is required to use this feature.)
  • Handles IPv6, just in case.

HTTP Query patch

  • Fetches the result of HTTP and HTTPS queries. You can download information from the web or send signals to another composition with an HTTP Server patch.
  • Supports GET and POST.
  • Supports synchronous (blocking) and asynchronous (non-blocking) queries.
  • Can send bytes of arbitrary data in the POST body. (Requires Kineme DataTools.)

XML Parser patch

  • Parses an XML string into a structure.
  • Supports synchronous (blocking) and asynchronous (non-blocking) parsing.

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.

Lighting with Read Pixels (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2011.04.11
Compatibility: 10.5, 10.6
Categories:
Required plugins:
(none)

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.).

reactive flower box (Composition by dust)

Author: dust
License: MIT
Date: 2011.03.31
Compatibility: 10.6
Categories:
Required plugins:
(none)

so i was messing around with some orbiting physics and noticed some real nice geometric shapes coming from my particle simulation. so i decided to see what this would look like as a mesh filter. turns out a box model gives you this flower like simulation. you can try it with any model. i'm going with the name box flower as sound flower is all ready taken. ;)

Optical illusion: self-tangling wires (Composition by psonice)

Author: psonice
License: (unknown)
Date: 2011.03.24
Compatibility: 10.6
Categories:
Required plugins:
(none)

Yep, this one is a bit of a mindf**k :) Mouse rotates it (with a trackball).

I was just experimenting a bit with my raytrace/raymarching setup. I wanted to see if I could make a 'weave' (like a basket material), in 3d. Well, I did, using just 2 spheres and some cunning.

Then I wondered, what happens if I modify it with some sin waves? Well, I wasn't quite expecting this :D It looks like a weave that re-weaves itself. Really confusing to watch.

Technical stuff: It's raymarched, using a signed distance field, with ambient occlusion + regular lighting. There's not much to see in the comp, just a shader and a single quad really. The magic happens in the shader.

Try moving the mesh around to move/rotate the camera.

Minor warning: it needs a fast GPU. An intel one definitely won't cut it (you'll be waiting for it to render each frame!) It runs 30fps or so at 640x480 here (recent imac).