10.5

Mac OS X 10.5 (Leopard)

chromadepth (Composition by gtoledo3)

Author: gtoledo3
License: MIT
Date: 2011.09.26
Compatibility: 10.4, 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

This is a glsl chroma depth shader; if you're familiar with the core image "heat map" style pixel filter, you're thinking along the right lines, except this shades vertices of 3D objects/scenes in this way.

This was created by Mike Bailey, Computer Science, Oregon State University, and found at his page at http://web.engr.oregonstate.edu/~mjb/chromadepth/glsl.html

flownoise (Composition by gtoledo3)

Author: gtoledo3
License: MIT
Date: 2011.09.26
Compatibility: 10.4, 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

GLSL implementation of 2D "flow noise" as presented by Ken Perlin and Fabrice Neyret at Siggraph 2001. (2D simplex noise with analytic derivatives and in-plane rotation of generating gradients, in a fractal sum where higher frequencies are displaced (advected) by lower frequencies in the direction of their gradient. For details, please refer to the 2001 paper "Flow Noise" by Perlin and Neyret.)

Author: Stefan Gustavson (stefan.gustavson@liu.se) Distributed under the terms of the MIT license. See LICENSE file for details. Changes by George Toledo, 2011 Color control, exposure of various parameters.

Reaction Diffusion (Composition by gtoledo3)

Author: gtoledo3
License: BSD 3-clause
Date: 2011.08.22
Compatibility: 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

This is a grey-scott reaction diffusion simulation that's running in QC with the aid of a GLSL shader and feedback loop.

The fragment shader is from the Reaction Diffusion example from Cinder (http://libcinder.org/) without the vertex shader (Cinder does a texture flip with things at a certain point, which this doesn't need).

This is released under modified BSD license (re: Cinder).

Thanks to toneburst for his explorations in it, which got me interested in getting this sweeter than my previous experiments.

If you click down around the Viewer, you can clear out areas to let new pixel groups grow.

(The screencap for this has an early setup with a little bit of color tweaking; the example composition won't have the goldish hue.)

Texture Trails (Composition by gtoledo3)

Author: gtoledo3
License: Creative Commons Attribution-NonCommercial
Date: 2011.08.04
Compatibility: 10.5, 10.6, 10.7
Categories:
Required plugins:
gl tools, texture tools, alpha blend

This is an example that shows a way of using the Kineme GL Tools Inverse Rotation with a "stack of sprites" texture rendering method, to keep the viewer from being able to see the sides of the sprites no matter what the rotation.

Since the texture is procedural texture from the TextureTools patch, scrolling in depth (y-axis, to the TextureTools), one can get away with removing depth sorting and allowing the user to wiggle stuff around, even though it's not really accurate.

Plastic Peacock (Composition by cybero)

Author: cybero
License: Creative Commons Attribution-NonCommercial-ShareAlike
Date: 2011.07.29
Compatibility: 10.5, 10.6, 10.7
Categories:
Required plugins:
Kineme Audio Tools

One Low, Mid & High audio reactive purely Core Image kernel composition.

Kineme Audio Tools Audio File Input.

Set to Looney Bob by Anitek

[2010 Anitek. Licensed to the public under http://creativecommons.org/licenses/by-nc-sa/3.0/ verify at http://www.jamendo.com/album/65970/].

Offline rendered version in Quartz Crystal, resynced in QuickTime.

A composition that can be easily turned into a Music Visualizer or Screensaver.

Requires the Image Rehab Virtual Macro