10.8

Release: Kineme2D, v1.1

Release Type: Production
Version: 1.1
Release Notes

Changes since Kineme2D 1.0

  • Fix UV coordinate generation in Bezier Grid with Path patch.
  • Fix memory leaks in Image With Vector Structure patch.
  • Expose attributes field in Vector Structure with SVG.

Known Issues

Triangle Structure With Vector and Extrusion With Vector will not generate triangles, and may under rare circumstances crash, when given a vector that intersects itself.

Vector Structure With SVG supports only a subset of the SVG language.

Supported SVG features include:

  • SVG files generated by Adobe Illustrator
  • Some path elements (moveto, lineto, cubic, close)
  • Basic shapes (rect, circle, ellipse, line, polyline, polygon)
  • Text
  • Groups
  • Transforms
  • Stroke/fill attributes

Unsupported SVG features include:

  • Size units other than pixels (inches, ems, percentages, ...)
  • Gradients
  • CSS
  • Scripting
  • Animation

Credits

@bernardo created the Kineme2D logo.

@gtoledo3 and @usefuldesign.au contributed to the sample compositions.

Kineme2D uses the GNU Triangulated Surface Library, which is licensed under the LGPL. Our modifications are provided.

Release: Kineme3D, v1.7

Release Type: Production
Version: 1.7
Release Notes

Changes since Kineme3D 1.6

  • New 3D Object to Vertex Structure patch
  • Added FBX animation support to 3D Object Loader patch (commissioned by @franz)
  • Added "Animation Length" output to the 3D Object Loader patch
  • Added "Polygon Mode" settings to 3D Object Renderer and 3D Object Structure Renderer patches

Known Issues

  • OS 10.8 introduced changes to the OpenGL calls made in QC's Mesh and Sprite patches. In OS 10.8 a Sprite or Mesh Renderer patch rendered in the same scene and directly before a Kineme3D Object may corrupt the Kineme3D object's triangle buffer.

Workarounds:

  • If possible, modify the rendering order such that 3D Object Renderer is before the Sprite patch, or not immediately following it.
  • Use 3D Plane Generator and 3D Object Renderer in lieu of a Sprite patch.

Julia3d mesh (Composition by voxdeserti)

Author: voxdeserti
License: Public Domain
Date: 2012.11.19
Compatibility: 10.6, 10.7, 10.8
Categories:
Required plugins:
(none)

Set of fractal points with sorted connections between them. you can alter a shape of it by moving mouse cursor and then hitting 'space' bar. (All unused patches has been cleaned up)

acoustic to electro optical frequency (sound to color) (Composition by dust)

Author: dust
License: Public Domain
Date: 2012.11.17
Compatibility: 10.6, 10.7, 10.8
Categories:
Required plugins:
(none)

so im taking a class and i was in the need to create an, ai bot for a game etc... i thought it would be interesting to make the ai hear as well see via ray cast. the idea being to id a player by its fundamental harmonic frequency as well locate a player spatially and get me various empirical data like the players direction, distance and doppler velocity etc.. then store this post-priori data and then sort by a priori threat level tag etc...

thinking it would be very convenient to have a frequencies wave length that was equal to 1 meter and also having the players material color equal to the corresponding acoustic frequency, i found some interesting results. seeing i wanted to identify an object by its frequency and color i decided to figure out the best harmonic tuning and temperament to use. trying with Kepler harmonics mundi, pythagorean, Euler monochord, and equal temperaments, i decided to go with a base pythagorean tuning system.

now the issue with what is the most harmonic interval system has been a debate for centuries. the Keplerian interval fascinated me. so there is the new age solfeggio proposal of 528Hz and the standard 440hz. Kepler's interval was 256 and at a 432Hz tuning middle c is 256Hz with octaves of 512, 1024 etc..... those numbers seemed very familiar...

so the conjecture is that 432Hz is the most harmonic and geometric etc... knowing i needed to use Kepler to solve for things in my game i found many interesting coincides with his tuning like middle c lining up the earth rotation and one octave being 360 degrees etc.. f sharp being the diminished 5th from c 256 is called the devils interval and out lawed etc.. more on this later.

being the person i am, naturally i wanted to hear the devils interval and see what color it is etc.. as it subsequently turns out there is no color for this interval as it is in the infra-red non visible range. this devils interval was interesting and very close to my goal of a 1m wavelength. the wave length of 256Hz at -110 degrees celsius is 1m but that didn't seem a very logical. this devil interval was still geometrically intriguing as in conical spiral form.... C=256 corresponds to the perihelion of the ellipse C=512 corresponds to the aphelion F corresponds to the semi-latus rectum F-sharp corresponds to the semi-minor axis G corresponds to the semi-major axis

so this all very fascinating. seeing this a computer model i could tune things and model them any which way i wanted so i decided 666 sounded more like the devils interval. as it turns out if you multiply the f sharp devils interval by a 666Hz or f you get the Kepler interval of 256Hz. if you take the diminished 5th or devils interval of 666hz which is Ab and substitute it for theta degrees celsius the speed of sound becomes 333 m/s with a frequency of 333Hz and a wave length of 1 meter which turns out to be A 421.5Hz tuning. this is the tuning that mozart found to be the most harmonic which makes sense a he was known to have perfect pitch at the age 3. in mozart's tuning the f sharp is also not visible but on the opposite uv fringe of the visible spectrum instead of infra - red from 432Hz.

numerically this is all interesting and coincidentally spooky but the idea of a devil intervals is silly and explains why they don't play purple haze in church. it is perplexing and impossible to map midi as in pythagorean tuning the diminished 5th (devils interval) - Ab and augmented - 4th - G# are the same note on the midi keyboard. so for the midi feature of this patch i decided to be like church and exclude the devils interval and display the augmented 4th instead. in the end all this non sense did actually make it easier to determine location and velocity using standard fft analyses.

Metaballs Core Image (Composition by gtoledo3)

Author: gtoledo3
License:
Date: 2012.11.11
Compatibility: 10.5, 10.6, 10.7, 10.8
Categories:
Required plugins:
(none)

A classic "metaballs" setup in core image, with some simple lighting.

Pacman Core Image (Composition by gtoledo3)

Author: gtoledo3
License:
Date: 2012.11.11
Compatibility: 10.5, 10.6, 10.7, 10.8
Categories:
Required plugins:
(none)

This is a pacman animation, working in core image.

core image points (Composition by gtoledo3)

Author: gtoledo3
License:
Date: 2012.11.11
Compatibility: 10.5, 10.6, 10.7, 10.8
Categories:
Required plugins:
(none)

This is a translation of Paulo Falcao's "blobs" glsl shader, to core image.

Raytrace Core Image (Composition by gtoledo3)

Author: gtoledo3
License:
Date: 2012.11.11
Compatibility: 10.5, 10.6, 10.7, 10.8
Categories:
Required plugins:
(none)

Nothing super fancy, but a raytracer working in core image.

I'd been thinking about doing this for awhile, from being interested in the way core image always has a dedicated image output without having to render to screen/texture to do something with the result.

It's a little bit of a pain because of typically used functions and working styles not being supported, but it works if you stay within the boundaries. It seems a little slower than GLSL. Less substantial/2D oriented fragment shaders tend to perform better when transferred, seemingly.

Glass teapot (Composition by voxdeserti)

Author: voxdeserti
License: Public Domain
Date: 2012.11.06
Compatibility: 10.6, 10.7, 10.8
Categories:
Required plugins:
(none)

glass GLSL shader

fragDepth (Composition by gtoledo3)

Author: gtoledo3
License: Public Domain
Date: 2012.10.20
Compatibility: 10.5, 10.6, 10.7, 10.8
Categories:
Required plugins:
KinectTools

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.)