Replicate in Time

voxdeserti's picture

Hi! Could somebody give me an example of a Replicate in Time usage. Still don't understand what is it for...

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cybero's picture
Re: Replicate in Time

Private Patch. Find an example attached.

Makes the specified number of copies of the subpatches, using a different time for each copy.
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replicateintime a.qtz4.98 KB

gtoledo3's picture
Re: Replicate in Time

Replicate in Time does not properly work since 10.5, Leopard. Things will render, but I believe it doesn't produce multiples (or something else?).

In the composition repository, there's a composition I made called "New Land" that used this patch heavily, when it actually did work. (It also uses Kineme's GL Tools patch pretty liberally, so that would also need to be installed.)

gtoledo3's picture
Re: Replicate in Time

I was just going through some old compositions, and I remembered even more than I wanted to about this patch breaking after Leopard.

I actually spent time breaking the replicate in space patch down to assembly and combing through it when it broke. It broke a bunch of compositions I had and to add insult to injury, when you open them, it won't "say" it's broken, stuff just crawls and the "replicants" don't render.

To make a long story short, after going that far with it, it looks like it wound up being a bug somewhere else. It's as though the code (reconstituted from assembly) looks like it should work, but maybe something else broke, or something needs to be added to get it to work again. I thought about looking into a few of the methods that deal with stuff being optimized to render or not render depending on if QC thinks the object is offscreen and adding them, but I just said screw it. At least I learned something about assembly.

cybero's picture
Re: Replicate in Time

What is more is that a lot of what Replicate in Time does can be appropriated by using other patches instead. Not exactly the same SFAIK, but close.

gtoledo3's picture
Re: Replicate in Time

It's been a long time now, but I seem to remember that one of the aspects of Replicate In Time, and the "weird" stuff I would do with it, is that there are Start and End times on the patch, but not all patches (like LFO's I think, maybe interpolation too?) will move at negative patch times. There were ways of swapping the start/end times, and setting stuff certain ways, so that a bunch of the items would be moving, but not others. I think it would do some fun stuff inside of the iterator as well, when having those times driven by iterator variables.

A little OT, but, GL Structure Environment is very similar to Replicate In Space methods-wise, save that you can specify the positions/scale, etc. via the incoming structure.