tb VVVVCurve 1.0

This is an odd one:
I’ve been meaning to tackle converting this VVVV shader (‘Curve PhongDirectional’ by woei) for ages, but now I have, I can’t think of any immediate use for it.

The result is a little disappointing. Maybe someone out there will find a use for it though. If you do, let me know.

It’s basically a ribbon-type thing, with various controls for the way it gets from Point 1 to Point2.
As usual, I’ve stripped out all the lighting code and replaced it with simple fake shading, though I may put it back in again for a future version, or add the option to have lighting of not.

This version just uses standard QC patches, but a more intersting future version may make use of my ‘pseaudospreads’ technique. I tried this with the lit version, though, and it didn’t look great, partly because of glitches where the meshes intersected themselves or other mesh instances. The unlit version may work better, I think.


2 Responses to “tb VVVVCurve 1.0”

  1. July 12, 2008 at 9:04 pm

    This looks great – you’ve got to love the ribbons! Any reason why I can’t create multiple ribbons inside an iterator?

  2. 2 toneburst
    July 13, 2008 at 8:49 am

    HI felix,

    You can’t stick the shader itself inside an Iterator, because you can only use one GLSL shader at a time in Quartz Composer (or in OpenGL itself, for that matter). You could however, put the GLSLGrid patch inside an Iterator, which would give you multiple ribbons. The only problem is, all instances would have the exact same properties. It should be possible to place them in different places in 3D space using a 3D Transform patch, mind you, so you might still get some interesting effects that way. Hopefully, the Kineme SuperGLSLGrid patch will be released soon. With that, you can assign different properties to different instances of a particular GLSLGrid inside a single shader, which opens up all kinds of possibilities.


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