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18 hours agoGeorge Toledo commented on CIPinlight Feedback (with Particle System as Image Source)This originally posted with some encoding problem on Vimeo's end, that made it look glitchy.
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20 hours agoGeorge Toledo uploaded CIPinlight Feedback (with Particle System as Image Source) -
4 days agoGeorge Toledo commented on petri cityWith a queue of 30, and 30 iterations, I'm getting around 19~20fps. With 20, it bumps up around 25_30fps, and still has the same look pretty much. My Viewer area is set around 800x600. That's not too horrible.
When I said "gaussian", I meant something like a gaussian gradient, not a gaussian blur. Sorry for not being more specific. I didn't mean to infer that you had blurred yours.
For this, there is a gaussian gradient as the mask image on the iterated sprite - the regular image input is the particle/queue thing. Then, I decided I wanted to put a small amount of zoom blur on it (the whole scene is in a render in image, w/ zoom blur on the output). It looks like there is a decent amount of blur, but there's not much at all. Most of the blur effect comes from that gaussian gradient. The zoom blur was to help smooth the edge of the iterated sprites. so that it wouldn't look like a stack.
I've done a decent amount of stuff with "volumetric" haze in past stuff I've posted here, but it's not usually the feature of the qtz.... I guess my classic thing would be to use the kineme textures patch as my image source. -
4 days agoGeorge Toledo commented on petri cityInteresting! Yeah, if you were to look at that example I posted about volumetric fog from kineme yesterday, this is about 95% the same qtz... I changed blend mode, chopped out a couple things, tweaked it some.
I'm using a particle generator for the texture. What cracks me up is that you also use the gaussian for the vignette effect as well. When I don't do that, it still looks pretty good, but I like how it gives the effect of peripheral vision.
What did you use for your texture? I used a particle gen with a slowed down patch time, and random patches. At first, I had this going with a circular image on the particle system, but when I took the image away and it looked sort of like melting buildings, it really "got me". I have another version that uses a metallic looking shader that looks pretty slick.
Strangely, this is more related to emulating the effect in the Matrix where Neo is in the room, and all of the TV's have staggered/delayed images, and all of the "pips" would be side by side. In this scenario, it's a stack. The "image snake" and "thought bubble" from a day or two ago is the same basic technique.
All of the discussion on volumetric stuff on kineme got me thinking about the iterator and queue, along with a desire to make "line drawing" stuff where the sprite image isn't the same on every point. -
5 days agoGeorge Toledo tagged petri city with:
contact: gtoledo3@gmail.com
Music @:
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Quartz Composer Programming and everything else blog @:
georgetoledo.com
Music @:
myspace.com/xsongs
Quartz Composer Programming and everything else blog @:
georgetoledo.com
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