10.6

Release: VideoTools, v1.0

Release Type: Production
Version: 1.0
Release Notes

Provides QuickTime-free live Firewire video capture, using libdc1394 2.x. Supports any IIDC/DCAM-compliant Firewire camera.

Cameras Tested Successfully

  • DMx 21BF04 by The Imaging Source
  • Flea2 Color (FL2G-13S2C) by Point Grey Research
  • Flea2 Mono (FL2G-13S2M) by Point Grey Research
  • iSight by Apple (External Firewire)

(see also dc1394's camera list)

Known Issues

  • 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.

Release: GL Tools, v1.6

Release Type: Production
Version: 1.6
Release Notes

Changes since 1.5

  • Fixed issue with GL Stereo Environment flickering on Mac OS X 10.6.
  • Added new GL Structure Renderer patch --- renders its subpatches multiple times, once for each element in the provided structure, after applying the specified transformation.

Thanks to @toneburst, @gtoledo3, and @cybero for help sorting this out.

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The Chaos Game (Composition by Raconteur)

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Composition Title: 
The Chaos Game

As a learning exercise I decided to put together a QC version of Michael Barnsley's Chaos Game.

The game is simple. Take an equilateral triangle with each vertex colored differently. I used red for the apex, green for the lower left, and blue for the lower right. Then specify a random point. From that point, choose a random vertex and plot the point half-way from the starting point to the vertex. Choose another random vertex, and plot the point half-way between the last point and the new vertex. Repeat across n iterations.

Usually the guess of what this will produce is either "a mess" or "a triangle", but, as Michael Barnsley discovered, it creates a beautiful fractal known as the Sierpinski Triangle, which is a fractalization of equilateral triangles.

Here is the comp. MUCH THANKS to cybero, smokris, gtoledo3, jersmi, and everyone else who chimed in, and stuck with me through a painful learning curve.

I'd love to hear any comments, enhancements, optimizations, etc. that anyone has to offer.

One thing I tried to do, since the QC work I am doing at work involves creation of componentry, was to create macros, and reusable bits. Please feel free to cannibalize this thing and use whatever you'd like in your own work.

Cheers,

Chris

sierpinski.gif

Release: GL Tools, v1.5

Release Type: Production
Version: 1.5
Release Notes

Changes since GLTools 1.4

  • New Stereo Environment patch, which renders its child patches twice using an asymmetric projection frustum, once for the right eye, once for the left eye, and provides each as an image output.
  • New Look At patch (a two-point camera).
  • New Camera patch (a one-point camera).
  • Added "Image Structure" input to the GL Quad Structure patch.
  • Fixed GL Inverse Rotation so that it executes every frame (rather than only once).
  • Fixed SuperGLSLGrid so that color uniform values are properly set in 64bit mode.
  • Separated the Alpha blendmode override to a separate plugin, so that GLTools itself doesn't perform any runtime hackery (and is thus somewhat less risky).

Release: Alpha Blend Mode, v1.0

Release Type: Production
Version: 1.0
Release Notes

This plugin adds an "Alpha" option to the Blending menu of most Consumer patches. Useful to draw nice antialiased GL Lines, for example.

(This feature was part of GLTools up through version 1.4.)

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hex2color (Composition by .lov.)

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Composition Title: 
hex2color

hex2color macro makes RGB color from 6 character hex string (WebColor) with javascript.

hex2color.jpg
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MouseGraph (Composition by .lov.)

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Composition Title: 
MouseGraph

A simple composition, draw lines like the mouse moves, draws a circle when mouse not moved after 1sec.

Inspired by: http://iographica.com/

Requires:

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Mesh Iterator by Structure - Normals (Composition by cybero)

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Composition Title: 
Mesh Iterator by Structure - Normals

Iterates a structure derived from .DAE files normals members.

DAE structure member is fed from Structure Index patch to Mesh Iterator, with the Structure Member count providing an Iterations count inside the macro.

Resulting render is an iterated 3d render of the meshes normals.

The attached demo uses both Mesh Iterator by Structure - Vertices and Mesh Iterator by Structure - Normals.

The DAE file - from collada.org, has also been uploaded so you can properly run the demo in full.

meshvertnormdemo.png
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Mesh Iterator by Structure - Vertices (Composition by cybero)

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Composition Title: 
Mesh Iterator by Structure - Vertices

Iterates a structure derived from .DAE files vertices members.

DAE structure member is fed from Structure Index patch to Mesh Iterator, with the Structure Member count providing an Iterations count inside the macro.

Resulting render is an iterated 3d render of the meshes vertices.

The attached demo uses both Mesh Iterator by Structure - Vertices and Mesh Iterator by Structure - Normals.

The DAE file - from collada.org, has also been uploaded so you can properly run the demo in full.

meshvertnormdemo.png
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Mesh Iterator by Structure - Wireframe (Composition by cybero)

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Composition Title: 
Mesh Iterator by Structure - Wireframe

Iterates a structure derived from .DAE files.

DAE structure member is fed from Structure Index patch to Mesh Iterator, with the Structure Member count providing an Iterations count inside the macro.

Resulting render is a full, iterated 3d render.

The attached demo uses bothMesh Iterator by Structure - Wireframe and Mesh Iterator by Structure - Full.

The DAE files - one authored by me and the other from collada.org have also been uploaded so you can properly run the demo in full.

meshintermeshdemo.png