Release: DataTools, v1.1

Release Type: Production
Version: 1.1
Release Notes

Source code is available on GitHub.

Changes since DataTools 1.1

  • Tested on 10.8
  • Fixed DTMultiExpressionPatch so that white space characters no longer throw errors when used in the right side of an equation.

Known Issues

Kineme StructureTools, Kineme Value Historian, and Kineme Spooky must be uninstalled to use Kineme DataTools.

OpenGL Lighting (Composition by gtoledo3)

Author: gtoledo3
License: Creative Commons Attribution
Date: 2012.08.02
Compatibility: 10.4, 10.5, 10.6, 10.7
Required plugins:

This is an example that gives some pointers about using the lighting environment patch in QC (OpenGL Lighting).

I've made some basic notes about the main functions, and setup some lights with animated attenuation to demonstrate mixing colored lighting with a main white light. It's sort of a study in attenuation and placement.

Not groundbreaking stuff, but if you ever have trouble with gl lighting, this may help. It's pretty much based in one of the more popular dl's/instructions from my site (to my surprise), but a little bit updated, and better annotated.

Release: QuartzBuilder, v1.5

Release Type: Production
Version: 1.5
Release Notes

Changes since QuartzBuilder 1.4

  • Added workaround to handle cases where a drawing context cannot be created using the default system colorspace (bug report)
  • Fixed issue where generated app would incorrectly load exposed parameters even when built with Save Input Parameters disabled (bug reported by @gtoledo3)
  • Added ability to bundle fonts (feature request)

Known Issues

  • To build an application that contains 32-bit-only plugins, you must run QuartzBuilder in 32-bit mode. See the QuartzBuilder documentation for details.

Release: Kineme3D, v1.6

Release Type: Production
Version: 1.6
Release Notes

Changes since Kineme3D 1.5

  • Added "Swap Axis" input to the Kineme3DObjectLoader patch (feature request)
  • Added "Close U" & "Close V" inputs to the Kineme3DParametricSurface patch (feature request)
  • Added "Draw Face Normals" input to the Kineme3DObjectRenderer and Kineme3DObjectStructureRenderer patch
  • Fixed crash when attempting to load geometry with large amounts of unused vertices
  • Added 9 new mesh inputs to the Kineme3DMeshBlender patch, for a total of 17 (commissioned by @franz)
  • Updated to FBXSDK 2012.2
  • Updated to Open Asset Import 2.0.863

Ashima Noise External Texture Warp (Composition by gtoledo3)

Author: gtoledo3
License: Creative Commons Attribution-NonCommercial
Date: 2012.06.25
Compatibility: 10.4, 10.5, 10.6, 10.7
Required plugins:

This is a GLSL shader that is a "texture warp/distortion" effect.

It uses the Ashima Noise implementation that's been kicking around lately, that I particularly like and think looks nice and organic.

I'd used it for generating patterns, but had the idea a month or so ago to use the noise to perturb in input texture - which didn't occur to me at first since the whole deal was that it's a "textureless" noise implementation, but I'm glad it did!

After I had that hanging around for awhile, I decided to add some simple "feedback" loop facilitated lighting, which has a kind of eerie look :-)

I've been able to generate really cool looking abstract landscape type looks by feeding textures that have those kind of colors going on, and macerating the texture to taste. I've also achieved some pretty gross "melting flesh"/"monster" looks as well. I've had some fun with this filter in the past while, and I hope you all do as well. :-)

Go through the "Mode" values to checkout the various basic looks, 4 Modes in all.

"Amount" will increase the amount of the rippling, while "noiseFreq" will tend to increase the density of rippling per area.

"Speed" controls the pace of distortion fluctuation.

"Bump" will do some stuff to the .z channel to mess with the lighting a bit in modes where it's active.

"Spot R1/R2" control the throw of the mouse active light.

"gammaOn/gamma" controls gamma (psonice's gamma code...if it works, why not use it?).

Then there's some color channel offset stuff.