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.


Texture Trails (Composition by gtoledo3)

Author: gtoledo3
License: Creative Commons Attribution-NonCommercial
Date: 2011.08.04
Compatibility: 10.5, 10.6, 10.7
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.

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...

Slice RII

This patch would be a Render In Image type patch that would be able to configure multiple outputs for a scene (through settings or an input port), each with corresponding adjustable near and far z clip input parameters.

With some care on the part of the user, this would allow one to construct a scene inside of a render in image that could be output to a stack of sprites, with each one being consecutively blurred more than the last, from front to back, to imitate depth - a pretty common old school animation technique.

It could also be used for other types of volume rendering.

Volumetric (Composition by cwright)

Author: cwright
License: (unknown)
Date: 2010.05.24
Compatibility: 10.5, 10.6
Required plugins:

This is an example composition that performs a volumetric rendering. Unfortunately, since there's no 3D texture support in QC it just extrudes a 2D texture through space, which is kinda lame. Nevertheless, it's useful for visualizing how it might work, and can still work with texture atlases or procedural volumes.

This will absolutely murderalize your GPU if it's wimpy (since it does lots of texture reads in the fragment shader, a lot of fun driver bugs are exposed too -- my GMA950 simply gives up and dies, producing no output at all, for example). On non-pathetic systems though, it should perform decently (I get 30-60fps on my 8600, unless I pump the sample count up really high).

(PS there's a mini-cwright or mini-awright due out around late december, so expect me to refine this technique more over the next 7 months for some even more relevant volumetric visualizations ;) If anyone has experience parsing such file formats, I'd appreciate any pointers)