Another way to do depth of field

psonice's picture

It's been a while since I made anything fun in QC, and I wanted to de-stress for 30 minutes before sleep so I made this. It's a simple trick to give particle effects depth of field. Very fast, but quite low quality. You can do some nifty tricks with this, once you see how it works.

Speaking of how it works... I'll let you figure it out ;)

No plugins required, should be 10.6 compatible at a guess (I'm on 10.7). Might even be 10.5 compatible. It just needs the Image Texturing Properties patch and GLSL, pretty much.

Sun & Moon cubes

Peter's picture

Hi Guys,

I am working on a small project in which I like to display particles in a cube. The walls of the cube shall reflect the particles like it would be in a glassy / volumetric environment.

First tests are looking great but I have the feeling that I accomplish the task terrible insufficient.

Right now I use 2 particle systems, one within the cube and another one with similar parameters in combination with a blur and plasma patch to generate a texture for the walls. This creates a somewhat pseudo reflection.

I wonder if there is a more elegant way to accomplish this which is easier on the system resources as I plan to display some more in the background etc.

I attached the composition for you. Thanks in advance for all the help you can send me on my way.


Augmented Reality in OpenCL (Composition by M.Oostrik)

Author: M.Oostrik
License: Creative Commons Attribution
Date: 2011.07.21
Compatibility: 10.6
Required plugins:


OpenCL Combined: Optical Flow, Fluid Simulation & Particle System

I wanted to have a similar flow functionality as Memo's ofxMSAFluid:

Looking around a found almost all the functionality on or via

So it made sense to return the result.

Here it is! With a little run through in the attached video.

Note: I created this video using a geforce 480 (with 480 cores). The optical flow and fluid simulation have a resolution of 512x512 and there are 1.280.000 particles. (some visible, some not)

I'd appreciate feedback on optimal settings for your systems. (the attached patch has a resolution of 128 with 128.000 particles)


Flowing Linear Particles

londonsquared's picture

Hi, I'm having a bit of trouble working on my first quartz composition now and was wondering if anyone might be willing to give some advice or help getting going in the right direction. I've been wanting to learn quartz for a while and have taken a project for a client to push myself. Perhaps not the best plan but I am learning a lot and pleased to have discovered this site with all its wonderful work.

What I'm trying to do seems fairly simple, but I am having quite a bit of trouble with it. I am trying to make an interactive screensaver that senses movement and then triggers linear particles from several fixed positions. I would like the particle lines to flow somewhat randomly in slightly swirly or curved paths, as if they are being blown by wind.

I have managed to get the tracking part working in a basic manner building off the "Security" sample that comes with quartz composer. My trouble is with the particles. I have seen some projects that are great at manipulating them into linear strands and others manage the flow really well.

I am able to analyze them logically for the most part, but it is a really slow process for achieving this project in time. Also I think these compositions are generally more complex than what I really need at the moment. Any pointers or tips would be greatly appreciated.

Thank you.

reactive flower box (Composition by dust)

Author: dust
License: MIT
Date: 2011.03.31
Compatibility: 10.6
Required plugins:

so i was messing around with some orbiting physics and noticed some real nice geometric shapes coming from my particle simulation. so i decided to see what this would look like as a mesh filter. turns out a box model gives you this flower like simulation. you can try it with any model. i'm going with the name box flower as sound flower is all ready taken. ;)