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10.5Peptide Synthesis (Composition by smokris)Composition Title: Peptide SynthesisChained
Stock Patch Linemaker_GT (Composition by gtoledo3)Composition Title: Stock Patch Linemaker_GTI'm posting this to show how to do "line structure" style drawing with all stock patches. This has some provisions for color and thickness as well, so you can have lines of differing color and weight on screen at the same time.
Rutt Etra Sphere (Composition by smokris)Composition Title: Rutt Etra SphereA quick example of using GLSL to warp the output of v002 Rutt Etra to a spherical shape.
ChartTools 1.0The Kineme ChartTools plugin provides support for rendering charts in Quartz Composer.
Based on Apple's Download the 7-day trial below, or buy a license now. $16.00 $16.00
Particle Dance (Composition by cybero)Composition Title: Particle DanceAn iTunes visualizer utilising GL Tools, Particle Tools [VBO & Textured], Colour shifting & GL Tools [Point Structure].
Twitter search term displayer (Composition by laserpilot)Composition Title: Twitter search term displayerThis is a simple patch (here is it adapted for use inside VDMX..so you'll have to unpublish some of the inputs) that just allows you to enter a search term and it will then grab the rssfeed of that search term from Twitter and display what is coming through the feed. It just uses the standard RSS feed template otherwise, but it's a fun patch to use if you're doing an event that is using a common #hashtag because people could see their tweets being displayed live.
Nested structure (leafed) (Composition by usefuldesign.au)Composition Title: Nested structure (leafed)This is a tutorial composition demonstrating the difference of item indexes and keys when both are numbers generated within, in this case, a Javascript patch. Was made in response to the question on this thread Sorting Part Structure
Aspect Ratio Sprite (Composition by gtoledo3)Composition Title: Aspect Ratio SpriteVirtual Patch. Aspect Ratio Sprite. A Scale input value of 1 represents full Input Image Size. Antialiasing is provided as Input port option. The image on the quad is multiplied by the color set on the "Color" input and can be combined with a mask using the optional "Mask Image" input (the mask will be resized to match the image's size). Note that the Billboard patch is a simplified version of Sprite with fewer parameters and which is especially suited for 2D drawing. Antialiased Edges require the Blending Input Parameter to be set to Over, Add (or Alpha, if Kineme Alpha Blend.plugin is also installed). This isn't meant to be a groundbreaking Virtual patch by any stretch, but a utilitarian option. It's aim is to simplify workflow, provide a Sprite based renderer that is automatically aspect ratio correct, and expose options for the sprite patch traditionally found in settings.
Volumetric (Composition by cwright)Composition Title: VolumetricThis is an example composition that performs a volumetric rendering. Unfortunately, since there's no 3D texture support in QC it just extrudes a 2D texture through space, which is kinda lame. Nevertheless, it's useful for visualizing how it might work, and can still work with texture atlases or procedural volumes. This will absolutely murderalize your GPU if it's wimpy (since it does lots of texture reads in the fragment shader, a lot of fun driver bugs are exposed too -- my GMA950 simply gives up and dies, producing no output at all, for example). On non-pathetic systems though, it should perform decently (I get 30-60fps on my 8600, unless I pump the sample count up really high). (PS there's a mini-cwright or mini-awright due out around late december, so expect me to refine this technique more over the next 7 months for some even more relevant volumetric visualizations ;) If anyone has experience parsing such file formats, I'd appreciate any pointers)
Normal Map demo II (Composition by cwright)Composition Title: Normal Map demo IIIn conjunction with the previous Normal Mapping demo, today's feature is normal mapping complete with tangent vectors (derived from texture coordinate derivatives)! Note: this is not for the faint of heart. It drops my GMA950 to its knees, but performs acceptably on my 8800. Definitely not a wise use of GPU resources, but at least it's possible without additional QC hackery. The tangent vector allows the normal map to work on non-planar surfaces. This could probably be combined with some Kineme3D meshes for some really pretty animations :)
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