24
Sep
11

Coordinate-Spaces

It turns out the internal coordinate-systems of some of the Quartz Composer geometric primitive patches are orientated in different directions. These two primitives have the X and Y coordinates of their vertices scales along the Z axis in model-space using a very simple GLSL Vertex Shader, but one appears to be rotated at 90deg. to the other along the X-axis. Odd.

14
Sep
11

Toneburst In The Wild

I’ve been doing some work over the past year or so for Nicky Smith, AKA wierdcore, who, among many other things, is in charge of visuals for Aphex Twin’s live shows. Here’s some examples of some of my QC work in use.

Note: not all the QC work in these clips with carried out by me. You might recognise a few things from earlier posts here though.

19
Jun
11

Gray-Scott Reaction-Diffusion Test

Test of Gray-Scott reaction-diffusion pattern generator, implemented in a Core Image Filter kernel in Quartz Composer.

This version is much more controllable than my previous RD experiments, but still capable of producing some interesting patterns.

I’m planning to add some more performance-orientated controls for warping and realtime editing, also for seeding the effect with live input image and/or adding masks so that different patterns can be generated in different areas. None of which is particularly original (there are examples or similar setups all over YouTube), but I’ve not seem it done in QC before.

18
May
11

VasaRiley Belated Release

I’ve been tied up with other things lately, but finally got around to releasing the VasaRiley qcFX for VDMX I made for Weirdcore last year. I’d hoped to find time to do a quick demo video, and put together some documentation of the controls (since it’s quite complex), but haven’t had time, with other projects etc., unfortunately.

‘tb_VasaRiley_1.0.qtz’ in the Box.net widget, anyway.

03
Mar
11

Reaction-Diffusion Shader Interesting Errors

I’ve been getting some interesting results with a Reaction-Diffusion shader. It’s definitely not setup in the way it should be yet, but has produced some interesting images nonetheless. The stills are a bit misleading, as in motion, the effect is very hard to watch at the moment, as it flickers horribly.

This is based on a GLSL port of Sanch’s HLSL shader for vvvv, posted on the vvvv website, so all credit goes to him.
It’s hug fun to play with, though the results I’m getting look very different from the screenshots on his (still amazing) website.

23
Feb
11

Beautiful Mechanical Waveforms

Video quality isn’t great, but fascinating, nonetheless.

Nothing to do with me, I might add. Just spotted it on YouTube.

11
Feb
11

Flash, But Nice

This Perlin Noise Vector Flow-Field visualisation is nice.

05
Feb
11

RGB Feedback

Feedback with slightly different values for RGB channels.

05
Feb
11

Interference Patterns

2D 2 and 3-point light-interference patterns, converted from WebGL code at:

http://www.ibiblio.org/e-notes/webgl/webgl.htm

02
Feb
11

GLSL Crosshatch

Straight port of

http://learningwebgl.com/blog/?p=2858

Fragment Shader:

/*
	Straight port of code from
	http://learningwebgl.com/blog/?p=2858
*/

uniform sampler2D Texture;

void main()
{
	float lum = length(texture2D(Texture, gl_TexCoord[0].xy).rgb);
	
	gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
	
	if (lum < 1.00) {
		if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {
			gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
		}
	}
	
	if (lum < 0.75) {
		if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {
			gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
		}
	}
	
	if (lum < 0.50) {
		if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {
			gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
		}
	}
	
	if (lum < 0.3) {
		if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {
			gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
		}
	}
}




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