I’ve been working on a QTZ tunnel effect, but taking a different approach to the one goto10 used for his excellent take on the theme.
Since I’ve been working a lot with GLSL, I thought I’d try writing a shader to do something similar. In fact, all the shader does, is create a bendy tube, and apply a texture to it. All the rest of the work is done with a series of CIFiltes. My brainwave, and the germ for the project, was the realisation that if I applied a frame-roll type effect to the texture on the tube and positioned it so that we were looking down the inside of the tube, I could make it look the viewer was travelling down a tunnel. Obvious, really.
I’ve added a few other controls, too, and setup the texture movement to be synced to VDMXs Measure Position.
Rate of tunnel movement, based on Measure Position.
Rate and amount of bends in tunnel
Controls for mirroring, and tiling the input image.
This is an important one.
uses the realtime input (as you’d expect). The only problem with this is that movement in the image can conflict with the movement of the tunnel effect, making it look jerky, so I’ve added
Grabs a still-frame at regular intervals (set by the rate control), and uses this as the texture. The downside is that you won’t see changes to the tile controls until the next cycle.
Thanks to aienn for the footage used in the screenshots