Blobber Flow (Composition by gtoledo3)

Author: gtoledo3
License: Creative Commons Attribution-NonCommercial-NoDerivs
Date: 2009.09.12
Compatibility: 10.5, 10.6
Categories:
Required plugins:
(none)

This is a composition that makes use of the Kineme3D HeightField patch and particle systems. It can achieve a fairly wide variety of looks, including very liquid like objects, flows, spiky textures, light beams, tunnels, wire frame, and GL Point based particle systems.

dust's picture
Re: Blobber Flow (Composition by gtoledo3)

sick GT, you keeping this source a secret ? anywho i will experiment with the height field been meaning to do that. if i come up with anything close i will keep it to myself unless you decide to publish your source.

gtoledo3's picture
Re: Blobber Flow (Composition by gtoledo3)

I thought I attached it; guess not. The attachment is there now. Thanks.

It would be quite funny to put a post in the composition repository without the source! That would be a considerable tease!

vade's picture
Re: Blobber Flow (Composition by gtoledo3)

Ah, and right when I was updating the RE for 10.6 :(

Where does one find Kineme3DHeightField ? I dont have it...

leegrosbauer's picture
Re: Blobber Flow (Composition by gtoledo3)

Oh my! So nice. And happily, the XY Position ports appear by default as a single point control in a 2D position box in my favorite composition hosting application. Grab the single point and glide the blob around, trailing a muti-hued curtain of groove! Delightful!

dust's picture
Re: Blobber Flow (Composition by gtoledo3)

well i don't know if the rules specify there has to be source for the awards but that would defeat the whole purpose of the repository.

im glad you posted the source cause i think this is pretty cool. took me a min to figure out how to get rid of the plane from the height field. im like how do i mask a mesh then i figured out to add the particle image to the 3d object render texture image and it masks out the blob.

so i followed your description, and got something similar without all the controls and stuff. i really like this one george. i actually took this principle and used a particle as a normal displacement map image and got an interesting effect on a 3d model with a glsl shader, kind of like the twirler but a blobby twirler.

so cool this provided me a break from my new custom gesture recognition patch. i think i will post it to the repository today as well.

gtoledo3's picture
Re: Blobber Flow (Composition by gtoledo3)

That's interesting. The fact that the QC GL Lighting ignores the GLSL displaced normals tends to make me avoid using the GLSL for that, as potentially cool as that approach could be. It will be interesting to see nonetheless, I'm sure!

gtoledo3's picture
Re: Blobber Flow (Composition by gtoledo3)

Vade!

Look for the latest K3D beta....

http://kineme.net/release/Kineme3D/200906011.2

...and then after that, definitely download Depth Bomb from the repository :o)

gtoledo3's picture
Re: Blobber Flow (Composition by gtoledo3)

Oh sweet, happy to hear it. I'll have to try that.

dust's picture
Re: Blobber Flow (Composition by gtoledo3)

yeah i know the lighting is all off with the displacement approach. i have been trying an internal glsl lighting approach instead of the patch but im having trouble. i see tone burst mentioned that he has been trying to sort out that problem as well and has been having difficulties. so i don't feel so bad about not being able to do it cause he is the glsl bad ass. im sure he will figure it out soon.

leegrosbauer's picture
Re: Blobber Flow (Composition by gtoledo3)

It can be approximated on the composition itself with a Mouse patch at root to X Position and Y Position on the Controls macro, but it's kind of wonky. Shows the effect somewhat, however.

vade's picture
Re: Blobber Flow (Composition by gtoledo3)

Hey thanks for the pointer, dont know how I over-looked 1.2 har. This is really nice, albeit a bit slow on my system. Lovely work (as always man).

gtoledo3's picture
Re: Blobber Flow (Composition by gtoledo3)

GLSL in QC is fundamentally broken when combined with the QC Lighting patch...it won't work 100% correctly until someone on their end makes it do so (or some more radical kind of hack, or concurrent/parallel system). At least this is my understanding.

gtoledo3's picture
Re: Blobber Flow (Composition by gtoledo3)

I have fun hooking stuff like this up to a Wacom tablet occasionally. Everytime I break that thing out I go "why don't I use this more?".

EyeInfection's picture
Re: Blobber Flow (Composition by gtoledo3)

Hi there,

Nice work! Is it possible that I can try the composition?

gtoledo3's picture
Re: Blobber Flow (Composition by gtoledo3)

It's up there now.

EyeInfection's picture
Re: Blobber Flow (Composition by gtoledo3)

Fantastic! Thank you very much! I'm new to Quartz and really enjoying it, so this is a nice tool to play with.

gtoledo3's picture
Re: Blobber Flow (Composition by gtoledo3)

Cool. I was looking at this the other day, and thinking that one could take the blobberflow patch and make some similar looks. So, maybe some inspiration for you?

http://vimeo.com/31654068

EyeInfection's picture
Re: Blobber Flow (Composition by gtoledo3)

Woow...really nice clip...I'll do my best to create my version, and drop a link for video when I'm finished!

EyeInfection's picture
Re: Blobber Flow (Composition by gtoledo3)

Wow...took me some time to "shake off" the QC trip......Almost got lost there ;) I'm still working on it nevertheless I had great use of the Blobber Flow comp, using it as an example for my project. I made some visuals responding (realtime) to audio, for a pianist performing in the concerthall of Amsterdam.

Thanks again!