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10.7Glass teapot (Composition by voxdeserti)
glass GLSL shader fragDepth (Composition by gtoledo3)
I was reading an OpenGL forum last night, and it became obvious that many people think you can't mix the results of a scene created with a fragment shader with objects created with vertices (like a Sphere or Cube, in QC world). This composition shows how to write to gl_FragDepth, so that your scene can depth test against other geometry rendered in the scene. Specifically, it uses a Kinect input, in the most basic way possible, to make it very obvious how to tweak to your liking. Note that my hand is in front of the teapot in the sample image, while the rest of me is behind it. This is depth testing with the most basic kinect output image. The same principle can be applied to stuff that's done programmatically in the fragment shader by taking whatever value represents the depth of the objects, and writing that to gl_FragDepth, usually with some number massaging. (Thanks to cwright for showing me gl_FragDepth some years back.) Ordered Cue Stack (Composition by lbk)
I built this for a project where I would be sending my media off to be played in a live performance setting by an operator other that myself. The copyright stuff only makes sense in that context. The rest should be generally useful. It is a simple linear cue stack with spacebar as "GO" button configured for a 6 cue show. Adding more cues is a matter of cut, paste, and connect the dots. The thought was that the final show version would be wrapped in a simple application via XCode or Quartz Builder to hold all the media within a custom application and keep away from prying (copyright infringing) eyes. The copyright stuff is a simple bit of logic where all you need do is change the second date (it's up to you to translate the Human readable date into Time Interval Since Reference Date number) to the day after the show closes on your contract and a watermark shows up over the video. Obviously variants are easily customizable by substituting one or more Sprites for the Billboard to stretch across multiple screens, different "GO" buttons for different screens/Sprites, etc, etc. Hopefully I commented the code clearly enough for it to make sense if it is not immediately obvious. You will need your own video files to test the QTZ file. If you like it (or hate it) or make modifications I'd love to see(hear) what you do(think) with(about) it. It was built in Lion using Quartz Composer 4.6 so may not read properly if you are on SL or earlier. Peace, -LBK Release: Serial IO, v1.0
Release Type:
Production
Version:
1.0
Release Notes
Changes since Serial IO 0.2
Release: AudioTools, v1.1
Release Type:
Production
Version:
1.1
Release Notes
Source code available on GitHub. Changes since AudioTools 1.0
Credits@gtoledo3 (http://qctwit.blogspot.com/) commissioned the development of the
Release: DataTools, v1.2
Release Type:
Production
Version:
1.2
Release Notes
Source code is available on GitHub. Changes since DataTools 1.1
Known IssuesKineme StructureTools, Kineme Value Historian, and Kineme Spooky must be uninstalled to use Kineme DataTools. Release: MultitouchPatch, v1.1
Release Type:
Production
Version:
1.1
Release Notes
Changes since MultitouchPatch 1.0
stripe animations (Composition by dust)
so i was checking out gt's blog... i made it about 4 posts in to an article about cool animated gif's. http://qctwit.blogspot.com/2012/07/cool-gifs.html... i thought some of these are cool like the title stated and that it might be fun to make some similar style animations in qc... this is what i came up with. thanks for the inspiration gt ;) i like the one with the boxes, it kind of makes a cool illusion type of effect. not sure what perceptual illusion it is but i like how the inner box becomes the background for a moment. the parametric klien patch that is my answer to the figure 8 torus posted on gt's blog and the grid noise patch is sort of ment to look how a striped sheet looks when tossed to cover a bed. its almost endless the variations of these that could be made easily if the mesh importer was working properly for me. here are 5 i thought where cool looking. next maybe i might make a height field one not sure ;) "Ashima" Vertex Noise with Lighting and Texture (Composition by gtoledo3)
Per the conversation here: http://kineme.net/forum/DevelopingCompositions/Environmentmapsandvertexn... I decided to put together an example over morning coffee. This is a GLSL shader that "intercepts" the lighting position, diffuse, specular, and shininess, etc., and basically just sets up a Blinn-Phong model lighting using that info - so Lighting patch controls can be used as expected. Then I added the popular "ashima arts" perlin noise implementation that's been kicking around that I've been seeing in the frag shaders, but placed in the vertex shader - so that there's some tweakable exposure (though I don't really recommend it) instead of just invoking the default noise function. Release: FileTools, v1.1
Release Type:
Production
Version:
1.1
Release Notes
Changes since FileTools 1.0
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