particle systems

Nested Iterators

Swiftlikeninja's picture

I am having a heck of a time getting nested iterators to work with the particle system patch. Currently I have 12 different iterators going through doing what I feel should be pretty simple to do using one set of nested iterators but every time I try its not responding properly. The only way I can get the correct results is by using all the separated iterators.

Im attaching my qtz so hopefully someone will be able to assist me. Im using the weighted grid generator and renderer from Here and using some ugly JS (cant quite wrap my head around JS nested loops either :P) and feeding the resulting structure into the iterators and just changing the source index for each of the iterators. My thought process is to nest the iterator and have the current index go to the source index and then it should step through the entire structure to do what all 12 iterators are doing, but again, Nothing usable It only appears to render one index of the structure.

Thanks in advanced

Particle Rain (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2010.09.29
Compatibility: 10.5, 10.6
Categories:
Required plugins:
(none)

This is a simple particle tools scene that makes something that looks like a rain fall. I've used it when wanting a scene to look like there is some rain going on somewhere; it doesn't seem especially taxing on my laptop.

Edit: If running with Snow Leopard, QC should be run in 32 bit mode. Do this by finding your Quartz Composer app in the Developer folder, performing a "get info", and checking off 32 bit mode.

N-Body

gtoledo3's picture

I reconnected the numBodies output port to the corresponding input on the kernel.

This composition was really making my computer flip out when I would adjust the published numBodies; I believe this is because of the fact that the Initial Values javascript is still attached, which then causes the Position/Velocity calculations that happen with the feedback loop to be off.

The composition has been performing OK for me since doing that.

Note Spiral (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2009.12.09
Compatibility: 10.5, 10.6
Categories:
Required plugins:
(none)

This is an example that uses particle systems, the queue, and iteration to make a kind of image snake/spiral effect. Audio triggers an image "chase".

The attached composition doesn't have all of the source images of the video clip below, but it is the same basic qtz. One can attach more images to the multiplexer/particle system in the render in image, and add to the chase effect.

Alpha blending on the sprite inside the iterator can also be favorable, but I've left it in Over mode for this example.

Blobber Flow (Composition by gtoledo3)

Author: gtoledo3
License: Creative Commons Attribution-NonCommercial-NoDerivs
Date: 2009.09.12
Compatibility: 10.5, 10.6
Categories:
Required plugins:
(none)

This is a composition that makes use of the Kineme3D HeightField patch and particle systems. It can achieve a fairly wide variety of looks, including very liquid like objects, flows, spiky textures, light beams, tunnels, wire frame, and GL Point based particle systems.