10.5

Mac OS X 10.5 (Leopard)

Release: Kineme3D, v1.5

Release Type: Production
Version: 1.5
Release Notes

Changes since Kineme3D 1.4

  • Added ability to load models containing duplicate object names (such as .dae models exported from Google SketchUp).

WirWar (Composition by rffl)

Author: rffl
License: Public Domain
Date: 2011.10.24
Compatibility: 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

Hi there,

I was goofing around in qc and tried to make this comp and now im a bit stuck. I would like it to grow further for instince: at the end of the line's where the sphere's are and i would love it to move more random because now they're all the same.

I'm still a noob so if u have any sugestions at all...

Release: Kineme3D, v1.4

Release Type: Production
Version: 1.4
Release Notes

Changes since Kineme3D 1.3

  • Added Normalize All input to 3D Object Loader to normalize the entire model when it contains multiple objects. (The existing Normalize input normalized each object in the model separately.)

Mandelbrot zoom (Composition by psonice)

Author: psonice
License: Public Domain
Date: 2011.10.21
Compatibility: 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

Just a simple mandelbrot - got bored and made it during lunch. Use arrow keys to move around, W/S to zoom in/out.

It's a simple comp too. Just a glsl shader drawing the fractal, and a few integrators + math patches to handle movement and zoom. The zoom was the tricky part actually, getting movement speed relative to zoom level, and zoom speed to be exponential (I used feedback in the end).

There's a RII patch that generates the palette, so mess about with that to change the colours (there's no reason to limit it to 256 colours really, just change the width and change the fragment shader from "mod(i, 255.)" to however many colours you want.

Dither Circles (Composition by gtoledo3)

Author: gtoledo3
License: Creative Commons Attribution-NoDerivs
Date: 2011.10.08
Compatibility: 10.4, 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

I was looking at Toneburst's port of a webGL crosshatch shader, and I thought the idea of writing different fragment colors and maybe shapes, depending on luminance, was really interesting.

I setup this shader to draw circles that are dependent on luminosity from depth channel.

For four steps of depth, you can control the inner/outer color of the circle, control the interpolation between inner and outer color, void out an area in the middle of the circle (or make it bigger than the outer circle radius, to draw a "smaller" dot than the main circle size).

I don't know if it's really appropriate to call it a dither shader at this point, but I did start with the the crosshatch mono - I deleted all of the "if" stuff after each luminance step, and inserted the code to draw the circles, which was based on this example @ http://people.freedesktop.org/~idr/OpenGL_tutorials/03-fragment-intro.html

The "inner circle" discards kind of "build up" in steps. So, if the first Circ_Inner has a value, all of the subsequent ones will have holes too - you can "add" in bigger holes, or change inner/outer values to kind of tweak around that. It was easier than setting up more conditional statements, and this was just a fun endeavor anyway. :-)