Storage of Image Units on disk?

laserpilot's picture

I have a bunch of those odd image units in QC4 after installing kinemecore and I was wondering if there was a way to poke around them a little further. I've been trying to find where they might be located on disk, but I haven't found anything in the usual areas. Some of the filters I'm talking about are named things like:

CIOpacity, CIEmboss, CIKuwaharaNagaoFilter, CIHDRToneMapping

Are these just private patches? Is there any way of being able to see their insides? I'm also curious about how to get them to show up as supported image units in Jitter under the jit.gl.imageunit object, but only the standard stuff shows up there. Let me know if you have any ideas, thanks

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gtoledo3's picture
Re: Storage of Image Units on disk?

Those are just the private core image patches.

I haven't used the QC jitter objects, but can't they control "virtual patches" that you put in your own library? (This is supported by QC, and they would show up without kinemecore.)

If that's possible, maybe you could:

1) Make a blank qtz. 2) Place the private CI patch you want onto the editor. 3) Publish all inputs and outputs. 4) Name the qtz and put it in a Graphics/Patches folder. 5) Restart QC.

At this point, you will have a "private CI" patch that will load into your Patch Library even without enabling private patches.

Looking again, I see you aren't using QC objects, but Image Unit objects, so maybe that's not a route for you.

Hold down option and select preferences in the QC menu, go to system, and see if QCShowPrivatePatches is checked. I was under the impression that this was a system wide setting, but maybe it just applies to QC editor, not other objects that are trying to utilize core image.

laserpilot's picture
Re: Storage of Image Units on disk?

I had the suspicion that they were just the private ones. I've got all of that stuff checked. The jitter integration with QC is not too great. You can load comps as a movie, but you don't really get access to their published inputs (as far as I know).

The jit.gl.imageunits object in jitter just provides you with a lot of the standard imageunits (some of which don't have corresponding shaders in jitter, like hue shift, so they are helpful) but maybe I should try the cycling74 forum to see if anyone has had any success with adding new imageunits to this object's list

Well...at least we have Syphon now (or soon)...I'm looking forward to using that to make these kinds of combinations easier

gtoledo3's picture
Re: Storage of Image Units on disk?

There is probably code that can be added the the jit.gl.imageunits object to call for private core image filters in addition to the stock ones when it loads filters. I might well be entirely incorrect on that, but I suspect this is the route that would have to be taken.