Nice variation on the tiling effect!
I've done so many different tweaks to that basic principle...
I stumbled across a technique once to make tiling 'pixellation'
effects using arbitrary shapes, based on sample offsets stored in pre-
prepared textures. Keep meaning to follow up on it. I quite like the
idea of pixellation effects based on, for example, some of
M.C.Escher's 2D patterns...
a|x
On 14 Jan 2009, at 20:17, Christopher Wright wrote:
I've been attempting to create a flexible, "blocky" linear image
gradient in QC. So far experiments with scaling the included
gradient patches or importing external images aren't working out,
as QC automatically applies smoothing to scaled images.
Essentially, I'd like to dynamically create an arbitrarily scalable
stack of "blocks" with brightnesses that continually vary from 000
to fff, such that the last block is cycled to the position of the
first at each trigger pulse. The second step would be to tile these
stacks into a single image, with an adjustable vertical offset
between neighboring columns of stacks.
I'm not much at core image or Javascript, any ideas as to how I
could accomplish this?
You'll need to brush up on CoreImage (or, someone will probably
provide some source or something).
There's an example of non-smoothed scaling in /Developer/Examples/
Quartz Composer/Compositions/Core Image Filters/Nearest Neighbor
Sampling.qtz which will get you started perhaps.
If you want breaks, you'll need a custom filter that emits
transparent regions between the rows/columns.
Colors in QC range from 0.0 to 1.0 (normalized floats) -- I imagine
everyone on the list understands hex notation for it, but just a
heads up for consistency :)
Ok, I've got some time -- here you go; is this what you're looking
for, somewhat?
<SpacedMosaic.qtz>
--
[ christopher wright ]
[email protected]
http://kineme.net/
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