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10.8Leap Motion plugin (Composition by itsthejayj)
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)
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
Credits
Known Issues
Worley Cellular Voronoi Noise (Composition by gtoledo3)
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
Known Issues
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. |