Kineme SuperGLSLGrid

I’ve been helping test an exciting new Quartz Composer plugin for Christopher Wright of Kineme.net.

The concept is very simple:
What it does, is allow you to set uniform variables in a GLSL shader on a per-mesh basis. Usually, uniforms are identical for every mesh inside a GLSL Shader patch, but with this plugin, you can do all kinds of cool stuff- for example, you can create 64 separate meshes, with individual Color, Scale and Position properties. This is how I managed to create the ‘Pseudospreads’ screenshots.

Currently, there’s only one ‘Super’ plugin- a VBO-based grid, similar to the builtin GLSL Grid patch. The plan is to eventually add other primitives (Sphere, Cube, Cylinder, Cone etc.).

It’s still in beta at the moment, but so far it seems very stable. As soon as it’s publicly available, I’ll post a link to it, and also post some of my experimental QTZs that make use of it.

4 Responses to “Kineme SuperGLSLGrid”

  1. 1 D
    May 22, 2008 at 11:35 pm

    I’m sooooooooooooo wanting to test this one out…. please release the beta soon, pretty please…..

  2. 2 toneburst
    May 23, 2008 at 10:11 am

    Well, it’s not my plugin to release (I’ve just been involved in the initial concept, and in alpha-testing it). On the other hand, it’s a relatively simple plugin, and it’s been rock-solid so far, so it hopefully shouldn’t be too long before it’s publicly-available. I’ll probably suggest people sign up with Kineme and download it themselves, rather than actually distributing it myself directly. There’s lots of other cool plugins there already, so you should check it out.


  3. 3 00
    July 6, 2008 at 11:16 am

    Where I can find this plugin?? I’ can’t find it on kineme!
    Can you post a link?
    Please help me!!
    Thanks a lot

  4. 4 toneburst
    July 6, 2008 at 8:35 pm

    It’s still in beta. You have to sign up for a Kineme account, then check the option to download beta versions.

    Hope this helps,


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