openCL

PixelS using OpenCL

M.Oostrik's picture

Hi All

Looking around at the forum I still see people mentioning / using my old PixelS plugin.

For those who still use it I made a openCL version with (almost) the same functionality. Pretty basic CL code, but I guess not everybody is into it. Almost as in I replaced the "RGB Average" function with "Luminance" for a better result.

If there's anyone who for some reason still prefers the old Plugin with this "luminance" functionality, let me know and i will start searching for the source code for the original plugin. It should be somewhere around.

Cheers! Matthias

Draw QCMesh (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2010.10.04
Compatibility: 10.6
Categories:
Required plugins:
(none)

This composition allows for drawing of QCMesh with normals that work with the lighting environment, mesh that works with shadows, and also that doesn't cause any weird evaluation side effects (eg., other stuff in the composition ceasing to evaluate).

It features non contiguous drawing, all stock patches, ability to change color at any time (eg., typical "paint" feature), and line and point sprite modes (stock).

Notes:

-Point Sprites have an aberration rendering with shadows where the shadow engine seems to think they are "larger" than they really are. This is an Apple bug, I believe, can't do anything about it.

-I've "deprecated" the Mesh filters (this composition is somewhat related to the "wiggle draw" I posted). When you "draw" while a filter is engaged, normals can break. This makes no sense given the patch ordering, and again, I believe this is an Apple/ QC mesh bug that I can't particularly do anything about.

-"Double clicking" to clear reduces queue count to 1 instead of 0, but this isn't really perceivable in visual result. This is to suppress a QCMesh log error when mesh creator is connected to a QCMesh render and while input ports are attached, but no structure is being fed (which I believe shouldn't happen to begin with, but log errors annoy me, so I did this to suppress it even though I believe it to be questionable. I would rather leave this value at 0 in a perfect world).

Wiggle Draw Mesh_gt (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2010.09.28
Compatibility: 10.6
Categories:
Required plugins:
(none)

This composition allows one to draw mesh.

Some features:

  • You can draw on mouse down/ not draw on mouse up.

  • You can change color as you draw.

  • _1024 Math and Perlin noise integration, for a fun wiggle effect.

  • Support for included mesh filters, for altering drawn mesh. This adds fun wave, bulge, noise, etc., effects.

(warning - do NOT try to introduce the Apple example mesh jiggle filter- it isn't included for a reason; the fact that mesh jiggle utilizes mouse position, and this draws, makes it work very badly together. You may get extremely bad graphics glitches, freezing and strobing of your display. Don't let this discourage you from using this composition, as posted.)

  • Ability to rotate drawn scene in space.

  • Support for changing Z, not just X/Y.

  • Support for "brute force" anti-aliasing, up to 2x.

Note: Install _1024 plugins for the "non-stock" wiggle functionality. Install _1024 plugins in your user Library/Graphics/Quartz Composer Plugins folder.

Fluid Volumetric Lighting

dust's picture

damn video compression ruining my glimmering fluid light rays. ;(

so this patch is ridiculously difficult to get a good audio reactive render in realtime. although you may not see so well with the video. i seem if only pseudo to achieve fluid simulated lighting in 3d with qc...

(from vimeo:)

this is a fluid light simulation. the inspiration for this came from the peculiar way dust and light interact with each other... like when the early morning sun rays stretch across your room and you can see the dust particles floating around in ray fluidly ....

not entirely sure if i captured the essence of my intended inspirations. i like how the light washes in.... with occlusion. it is audio reactive as the audio is the end bit of a track i'm working on called "Rise Above"

the patch needs a bit cleaning and is a derivative of a dev patch so i'm not posting to the repo. hopefully someone can get some nice offline renders with this...

Onde

cybero's picture

Onde - _1024 Particle Warfare Vertex Displaced visualisation of a track named in honour of one of the first ever electronic instruments.

Uses _1024 Particle Warfare plugin , emitting from structures with an image emitter derived from a resized square ratio waveform image provided by Kineme Audio Tools.

The Onde or Ondes Martenot , was invented by Maurice Martenot, sounded similar to a theremin and had timbral controls.

Pre integrated circuits, vacuum tube based, a steampunk's delight :-), creating sound by means of varying the frequency of oscillations in the instrument's vacuum tubes.

Since commencing the composition of this visualisation I've had a chance to read up further about the Onde. It would be interesting to create a composition that more truly reflected the actual mechanics of the original instrument. Its original sounds are listed below.

Onde (O) A simple sine wave timbre. Similar in sound to the flute or ocarina. Creux (C) A peak-limited triangle wave. Similar in sound to a clarinet in high registers. Gambe (G) A timbre somewhat resembling a square wave. Intended to be similar in sound to string instruments, as the French title would suggest. Petit gambe (g) A similar but less harmonically-rich timbre than Gambe. The player can control the number of harmonics present in the signal by using a slider situated in the control drawer. Nasillard (N) A timbre resembling a pulse wave. Similar in sound to a bassoon in low registers. Octaviant (8) A timbre with a reinforced first harmonic whose intensity in the signal can be controlled by using a slider. This setting is analogous to the 4 foot stop in organ terminology. Souffle (S) A timbre often described as white noise, but in fact pink noise of indefinite pitch.