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)

Audio to RGB

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.)