Archive Page 2

10
Jul

tb Spherical Harmonics at Work Again

Another happy tb user :)

With thanks to hob.

09
Jul

tb Macros Vol.1

3 macros that might be of use to someone out there.

tb GL Transformation Matrix
Creates 4×4 3D transformation matrix for rotation, scale and translation. Translate 1st option toggles translation 1st/last. Use for 3D transformations in GLSL Vertex Shader.
Matrix maths functions extracted from Sylvester 0.1.3 JavaScript library by James Coglan 2007

tb SpaceNavigator
Macro for 3DConnexion Space Navigator.
Two sets of outputs, one set unlimited, the other with upper and lower limits. Spacenavigator left button toggles output between output sets 1 and 2. Right button resets.

tb Limited Integrator
Version of builtin Integrator patch, with upper and lower limits, and Speed control.

Download QTZ from widget on right.

08
Jul

Wish I’d found This Earlier…

This page on matrices in OpenGL looks like it might prove very handy! I’ve been struggling with transformation maths for a while now.

More generally, this and this page might prove a good introduction to GLSL for anyone thinking of dipping their toes in to shader programming in QC.

05
Jul

Very Useful Things: Structs, Spooky Patch

I know I’ve mentioned structures before, but using a simple chunk of JavaScript to roll a load of controls into a single structure is a great way of mitigating cable spaghetti.

In the example above, I’ve connected the struct, to a Kineme Spooky Send patch, which can be used to eliminate cabling between macros completely, allowing you to ‘wirelessly’ transmit any kind of information QC can deal with (including structures) from any part of a QTZ to any other part. It even works between separate QTZs embedded in the same application, apparently.

This is a very useful too for ‘modularising’ your QTZs. For example, I’m currently working on a generalised set of macros for creating the ‘pseudospreads’ compositions. I’ve used Spooky Send and Receive patches to send control values between the macro containing the controls of the mesh instances and the one containing the meshes themselves. I’ve also added range ports to the control macro, so it can be tweaked to fit different surface formulas.

Incidentally, the eagle-eyed may have spotted that the order of items in the structure pictured above is pretty random. This is a potentially very annoying feature of structs created with JavaScript (an maybe generally, I’m not sure). Fortunately, it’s quite easy to use the Structure Sort patch to sort them into the correct order. In this case, though, it’s not really necessary, as I’m using the item key (name) to extract the relevant value anyway.

04
Jul

Psuedospreads, Superformula

Just using the simple ‘fake lighting’ shading method, as with the other pseudospreads experiments.

I’m considering doing a version with basic Phong Directional lighting, but it’s not going to run anything like realtime on my laptop (or anyone else’s, probably). It’s not the lighting calculation itself that slows things down- it’s calculating the normals in the vertex shader. I’ve basically removed all the normal-calculation stuff from the original VVVV Superformula shader (by gregsn, sanch and tonfilm), which speeds things up a LOT.

Must get some video clips of this in motion. It really looks alive when the strips are sliding around.

03
Jul

Superformula Cat

Just realised I could use my Canon PowerShot G6 and Nikon EC-9 to make environment maps for the EnvMap/superformula shader. So, I took a nice snapshot of my cat.
As you do.

03
Jul

Very Useful Things: The Mathematical Expressions Patch

I’ve just discovered you can use

min(number1,number2)
and
max(number1,number2)

in the Mathematical Expression patch.
min simply sets the output to the smaller of the 2 inputs, while max sets the output to the larger input number. You could quite easily combine the two to get an equivalent of the GLSL clamp() function.

Not very exciting, you might think, but it impresses me…
I’ve never liked the the Math patch, purely based on the amount of screen estate it takes up. The Mathematical Expression patch is much neater, and also somehow makes it easier for me to pretend I know something about maths (which is patently not the case, sadly).

EDIT:
Just to clarify: I’ve been using the Mathemetical Expression patch for ages. I’ve just discovered a couple of new features I didn’t know about before.

27
Jun

Superformula Shiny


Apple EnvMap shader.
The environment-map came from here. The same site also hosts some nice cubemaps and dual-paraboloid maps. I intend to make some of my own at some point, as I have an ultra-wide-angle (185deg.) lens for my digital camera which I really must get some use from, to justify the money I spent on it…

26
Jun

Superformula Oily


NVIDIA Thin Film shader.

26
Jun

Superformula Glossy


I remember spending ages trying to get lighting to work with the VVVV Superformula shader a while back. I thought I’d give it another go now though, and it seems to work fine, with a couple of tweaks. I thought I’d try a few different lighting effects. This is NVIDIA’s GlossyWet HiLight shader. Doesn’t look anything like as glossy as it does on the good old OpenGL teapot, but it’s still quite nice. Think I’ll try the NVIDIA Thin Film shader next.

This is really just a test. Framerated are pretty low, so it’s probably not going to be much good for realtime operation.




 

July 2008
M T W T F S S
« Jun    
 123456
78910111213
14151617181920
21222324252627
28293031  

Categories

Links

Blog Stats

  • 24,716 hits