10.7

Metablob Multitouch (Metablob original code by Adrian Boeing) (Composition by gtoledo3)

Author: gtoledo3
License:
Date: 2011.10.04
Compatibility: 10.5, 10.6, 10.7
Categories:
Required plugins:
kineme multitouch

This is based on metablob by Adrian Boeing, which is a classic metablob type shader with some animated metablobs. I've added some functions, chopped out the animation, added more metaballs and set it up for multitouch.

GLSL Mixer (Composition by gtoledo3)

Author: gtoledo3
License: Public Domain
Date: 2011.09.30
Compatibility: 10.4, 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

This is a shader example that shows how to interpolate two textures using GLSL. It's handy as a destination that one can write to and mix directly at the renderer. It's also handy because one can get in there and edit in color control for each texture, change the way the texture maps, etc., if they desire.

It's based on part of the code here: http://www.codeproject.com/KB/openGL/GLSLShader.aspx ... but, it's also totally basic functionality, and I'm pretty sure this is described on the OpenGL org docs (as well as a few different types of mix/interpolate type functions that this could be adapted to do).

Reaction Diffusion Dual Mode (Composition by gtoledo3)

Author: gtoledo3
License: BSD 3-clause
Date: 2011.09.30
Compatibility: 10.4, 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

Awhile back, I posted a reaction diffusion kernel that was in a Cinder library example, setup in QC to have the feedback loops that need to happen to make it work properly.

Since then, I put together this composition that reconciles the two different kernels that were in separate compositions in that thread, and done a few other tweaks so that there are multiple rendering modes that are a bit different.

I've placed each kernel in a separate RII/Feedback loop so that past frames generated by one kernel don't feed to the other kernel if one switches kernels during runtime. It doesn't look bad to do that, but it didn't seem right, hence the different macro's for each chain.

I've had report of it not working correctly (eg., at all) on some newer macs, but I've personally seen it working on the latest macbook 17" and a rocked out new iMac.

QCMesh Triangles (Composition by gtoledo3)

Author: gtoledo3
License:
Date: 2011.09.30
Compatibility: 10.6, 10.7
Categories:
Required plugins:
(none)

This composition illustrates how to construct triangles in QC using only stock patches, and also how to UV map them, so that they are successfully textured.

Smooth In Iterator (Composition by gtoledo3)

Author: gtoledo3
License:
Date: 2011.09.30
Compatibility: 10.6, 10.7
Categories:
Required plugins:
(none)

This is a composition that illustrates the result of smoothing values inside of a QCIterator.

chromadepth (Composition by gtoledo3)

Author: gtoledo3
License: MIT
Date: 2011.09.26
Compatibility: 10.4, 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

This is a glsl chroma depth shader; if you're familiar with the core image "heat map" style pixel filter, you're thinking along the right lines, except this shades vertices of 3D objects/scenes in this way.

This was created by Mike Bailey, Computer Science, Oregon State University, and found at his page at http://web.engr.oregonstate.edu/~mjb/chromadepth/glsl.html

flownoise (Composition by gtoledo3)

Author: gtoledo3
License: MIT
Date: 2011.09.26
Compatibility: 10.4, 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

GLSL implementation of 2D "flow noise" as presented by Ken Perlin and Fabrice Neyret at Siggraph 2001. (2D simplex noise with analytic derivatives and in-plane rotation of generating gradients, in a fractal sum where higher frequencies are displaced (advected) by lower frequencies in the direction of their gradient. For details, please refer to the 2001 paper "Flow Noise" by Perlin and Neyret.)

Author: Stefan Gustavson (stefan.gustavson@liu.se) Distributed under the terms of the MIT license. See LICENSE file for details. Changes by George Toledo, 2011 Color control, exposure of various parameters.

Release: VideoTools, v2.1

Release Type: Production
Version: 2.1
Release Notes

Changes since VideoTools 2.0

  • Added support for OS X 10.7 to QuickTime Player patch. (Other patches already support OS X 10.7.)
  • Added H.264 support to Video Player patch.
  • Added support for AVT Guppy F503C firewire camera to Video Input patch.

Known issues

  • H.264 videos stutter when played backwards.
  • VideoTools patches provide only video input, not audio input.
  • Firewire cameras only support certain combinations of Color Coding, Resolution, and Framerate. Watch the Error output and Console log when troubleshooting.
  • Due to issues with the underlying frameworks, video device info cannot be queried once a video device is in use. Therefore Video Device Info is only updated once: when the composition is first started.

Download

Reaction Diffusion (Composition by gtoledo3)

Author: gtoledo3
License: BSD 3-clause
Date: 2011.08.22
Compatibility: 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

This is a grey-scott reaction diffusion simulation that's running in QC with the aid of a GLSL shader and feedback loop.

The fragment shader is from the Reaction Diffusion example from Cinder (http://libcinder.org/) without the vertex shader (Cinder does a texture flip with things at a certain point, which this doesn't need).

This is released under modified BSD license (re: Cinder).

Thanks to toneburst for his explorations in it, which got me interested in getting this sweeter than my previous experiments.

If you click down around the Viewer, you can clear out areas to let new pixel groups grow.

(The screencap for this has an early setup with a little bit of color tweaking; the example composition won't have the goldish hue.)

Collada Importer (Composition by dust)

Author: dust
License: Public Domain
Date: 2011.08.07
Compatibility: 10.6, 10.7
Categories:
Required plugins:
none... qc native

This patch demonstrates how to load a colloda file in quartz composer without using the mesh importer patch. You have more control over the types of component you can import. This is an example of getting texture coords but its certainly possible to get skinned meshes tangents, animations etc...