10.8

Leap Motion plugin (Composition by itsthejayj)

Author: itsthejayj
License: MIT
Date: 2013.07.24
Compatibility: 10.7, 10.8
Categories:
Required plugins:
LeapQuartzComposer

Finial release of JAMM's leap motion plugin used in Swoosh.

With a multi hand, multi finger, multiple hit target composition example

Leap Motion plugin (Composition by benoitlahoz)

Author: benoitlahoz
License: Creative Commons Attribution
Date: 2013.07.24
Compatibility: 10.7, 10.8
Categories:
Required plugins:
(none)

Very very first test with the outputs from the Leap Motion, through the Objective-C API. I didn't managed to use the plugin at this post (http://kineme.net/forum/Jobs/AnyoneelseontheLeapMotionDeveloperprogram).

The X, Y and are scaled automatically while you move your hand over the limits of the Leap Motion FOV. Z is scaled to your values.

Works only in 64 bit, 10.7 and 10.8.

The plugin itself is under the vimeo down there.

EDIT : Here's a new very alpha version of the plugIn, that comes with 2 simple comps, before I go on holidays.

Basically it's a device data reader and 2 "helpers" patches, that output the datas to specific ports.

The "Pointable Reader" patch uses the settings panel to allow choosing the desired outputs and the mode : one patch per pointable (eg. to be put in an iterator) or all pointables of a hand (5 actually :-)).

It allowed me to track the pointables and avoid "jumps" in drawing with Queues for example. There's still a lot of work to do, but I would extremely appreciate to have returns !!!

Release: VideoTools, v2.4

Release Type: Production
Version: 2.4
Release Notes

Changes since VideoTools 2.3

  • Fixed crash when using the Blackmagic Capture patch. (Bug reports: 1, 2, 3.)
  • Improved quality of the YUV-to-RGB conversion in the Blackmagic Capture patch (eliminated the vertical stripes).
  • Added input ports to the Blackmagic Capture patch to select which device and input connection to capture.
  • Added more capture formats to the Blackmagic Capture patch: 4k (23.98, 24, 25, 29.97, 30), NTSC-progressive, PAL-progressive.
  • Improved error handling in the Blackmagic Capture patch.

Credits

  • The Blackmagic Capture patch was commissioned by Stuart White of Control Freak Systems.
  • Support for selecting and simultaneously capturing from multiple Blackmagic devices was sponsored by Igloo Vision.

Known Issues

  • ProRes 4444 format does not support transparency (so videos are fully opaque)
  • H.264 videos stutter when played backwards
  • All 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.

Worley Cellular Voronoi Noise (Composition by gtoledo3)

Author: gtoledo3
License: MIT
Date: 2013.04.06
Compatibility: 10.5, 10.6, 10.7, 10.8
Categories:
Required plugins:
(none)

This shader is something I've wanted to do for a long time; a gpu-accelerated voronoi type image filter.

This uses the concept I was thinking of here (http://kineme.net/forum/Programming/StencilbufferinQC#comment-25903) . As I was making it, I realized it would be interesting to also have a mode where the randomness of the grid was controlled by luminosity, so there are a couple of modes for that.

Parameters: -distFormula: This changes the distance formula used for the voronoi computation from linear to "manhattan".

-lightMode: This changes the shader from a flat look, to a simple gradient "lighting" look, to a more complex "lighting" look with adjustable normals, and finally a normal output of the complex look.

-displaceMode: This controls whether the grid noise is triggered by brightness, darkness, or it's a constant value.

-displaceAmt: This controls how much each cell is displaced. With the luminosity displace modes, it's a multiplier, with the constant mode, it's constant.

-density: This controls the density of the voronoi grid.

-uvOffset and Zoom: I've added this because of the nature of the worley algorithm, cells at the top and side can sometimes be right where the texture repeats. A little zoom in and recenter solves this.

-normAdj/normAdjA/B/C - This is only active with the last two lighting modes. This changes the shape of the voronoi facets.

Enjoy. Please give credit if you use it, and also note that it's MIT licensed. The sample composition uses GL Tools, because it renders to a Quad, but if you don't have it installed, just use a Billboard/Sprite/whatever.

Release: Kineme2D, v1.2

Release Type: Production
Version: 1.2
Release Notes

Changes since Kineme2D 1.1

  • Added support for the SVG path command S ("smooth curveto") to the Vector Structure With SVG patch.

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.
  • The example composition Kineme2D-latheBalloon.qtz doesn't work on 10.8 due to a bug in QC's Interaction patch.
  • 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, horizontal lineto, vertical lineto, curveto (cubic), smooth curveto, 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.