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10.7chromadepth (Composition by gtoledo3)
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)
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. Release: VideoTools, v2.1
Release Type:
Production
Version:
2.1
Release Notes
Changes since VideoTools 2.0
Known issues
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Reaction Diffusion (Composition by gtoledo3)
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.) Collada Importer (Composition by dust)
This patch demonstrates how to load a colloda file in quartz composer without using the mesh importer patch. You have more control over the types of component you can import. This is an example of getting texture coords but its certainly possible to get skinned meshes tangents, animations etc... |