10.6

Mac OS X 10.6 (Snow Leopard)

Shadow Building Loop (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2009.09.19
Compatibility: 10.6
Categories:
Required plugins:
(none)

This composition uses some standard QC objects, the Replicate in Space patch, and the shadow option on the Lighting patch in QC4/Snow Leopard 10.6 to build a simple scene.

Metameric (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2009.09.19
Compatibility: 10.6
Categories:
Required plugins:
(none)

After a great deal of testing of the shadow patch, I wanted to make a basic composition with it that showed it in a nice light, using only built in shapes. I realized that the Replicate In Space will work with the shadow engine in a way that that Iterated objects do not, though I found some aberrations in setting this up using a cube surrounding, particular face culling settings, and certain 3D transform settings that I'm still fleshing out. The cube surrounding did not make the cut because of this!

I was trying to be a bit minimal and stark with this, and also tweak the shadow engine in a way that wouldn't look too heavy handed.

This is needs 10.6, and needs no plug-ins; it's a bit of a "stock patch" study.

Gold Dust Refinery (Composition by dust)

Author: dust
License: (unknown)
Date: 2009.09.13
Compatibility: 10.6
Categories:
Required plugins:
(none)

so im calling this piece "Gold Dust Refinery" the track is something I dug out of my archives and made a few years ago. This composition utilizes the tuio protocol for realtime live performance of audio visual spectrum and touch reactiveness. In this recording I am using an occluder hence the black stars but it was originally designed for density and velocity only. If you choose to run it by negating the occlusion you will notice something different than the normal navier patch.

I have included x1,y1,z1,w1 and x2,y2,z2,w2 inputValues for the open CL kernel and attached them according to my multi-touch input variables. You will have to see what this does. I have negated the z parameter but feel free to hook it up. When I get more time I will do the same with occlusion. So this really illustrates how to use inertia, and feed back accumulators with particles as input for 2d fluid simulations. I was going to trash this patch because I really wasn't feeling the occlusion, but my daughter saved it by doing a pretty cool touch move where she was able to get the occlusion to fill in the gold with all black giving it a really cool grunge feeling with just a little gold sparkle shining through. When I saw that I decided to add some audio reactiveness and make a record a performance.

Here is the temp video before my vimeo upload is ready. http://si02.info/goldDustInferno.mov

Kineme 3D Fluid Simulation (Composition by dust)

Author: dust
License: (unknown)
Date: 2009.09.13
Compatibility: 10.6
Categories:
Required plugins:
(none)

so this is inspired by GT's blobs, him and lee have been talking about how cool the gl height field is. So today while messing with some fluid sims i thought it would be a cool idea to use a particle system to drive a fluid system that drives a 3d mesh mesh system, then i took it a step farther and decided to interpolate thi fluid waves with some peak wave amplitude of an audio spectrum.

to my surprise i came up with a real time multi dimensional fluid simulation, im going with 3d at the moment, i know the navier strokes are inherently 2 dimensional but upon a closer look at the cl code the inputValues are actually vec4 xyz and w, so it seems that there is possibility to interact on a third dimension in cl via the fluid sim, although the z depth has been negated from the example. i will have to explore that more later. for now i will use kineme 3d. im uploading the video to vimeo but you can watch on my server for the time being.

the song is a composition by my x wife and arrangement by me, although honestly i had no musical input other than arranging the composition, everything else is all her. i might have designed a few synths but when it comes to music my x wife and i are very different, she is a gifted composer and making this actually brings tears to my eyes because this was made at a happy time in our relationship, or at least from my perspective as you will be able to tell from the lyrical content she has always been disturbed. so the track is called trail of tears but i am calling the composition tearFlow.

here is temporary link to the video while i wait for it to upload to vimeo.

http://si02.info/tearFlow.mov

Custom Multi-Touch Gestures (Composition by dust)

Author: dust
License: (unknown)
Date: 2009.09.12
Compatibility: 10.6
Categories:
Required plugins:
(none)

so i have made a new source file for custom multi-touch gesturing using the tuio protocol. this is using the same method i have been doing before but i have added the multi-touch environment as well a time element for added positive gesture results. i was going to use the value historian and parse out my arrays for a copy and paste into java script so i can have some pre recorded gestures but the VH isn't working for me in SL. i have recoded a two min video to verify and explain the gesture recording process as it relates to recording and the run-time evaluation mode in order to match a gesture. my tolerance settings are pretty tight .01 on x an y and point .05 on time.

with my last attempt i was only matching the sum total of my gestures x pos which was a little flaky. with this iteration i am doing a true point to point match with three elements and a sum total tolerance as well. to start recording a gesture you need to put one finger down and double tap with the second finger then draw your gesture. the global time of the gesture is 2 seconds so if you are recording gestures keep that in mind. to enter runtime evaluation you need to touch down with all 3 fingers. once you have enabled the eval you can do your gesture at anytime. something i will add in the future is a offset to x and y so no matter where you are on the screen the evaluation will be the same in addition im going to add some square roots to evaluate multiple size gestures. right now this is only doing a 1-1 map at the original scale.

http://si02.info/mt_gesture.mov

so this is a 10.6 comp but it should be safe down to 10.4. the requisite plug ins are gl-tools but that is only showing some cursor triangulation and not required for the gesture map to work. maybe there is a circle from 10.6 but again that is only for drawing a cursor and not needed.