Thanks for the comments guys.
I'll definitely check out Quartz Crystal - I used the export to
quicktime movie option then rendered it out from Quicktime itself, but
for some reason it will only every export 30 seconds worth no matter
what I define as the full movie length.
Vade: I'm working on a fresh QC version of my fractal orbit trapping
filter so I'll post that here soon when it's ready.
I like the option+preferences tip, although the multisampling option
doesn't seem to make a difference with my iMac's NV 8800GS gfx card.
Regarding CS4, it uses a PixelBender version (which has its own kernel
language) but the nice thing is you can easily write PS plugins that
integrate in with the rest of the PS workflow. The Pixel Bender
Toolkit is a free download which you can use to render out high res
images if you don't have CS4: http://labs.adobe.com/technologies/pixelbender/
Tom.
On 22 Sep 2009, at 04:16, George Toledo wrote:
Chris, good points all! I'm familiar with apps that do raytracing on a
scene like POV-Ray, without me, the happy user, having to worry about
how it works ...but not with doing a raytracing GLSL setup like this.
I didn't realize it was only 2D at first! It has had me reading Keenan
Crane's article.
Apparently Keenan Crane's original renderings were only 1280x1024,
downsampled 50%. I'm thinking Quartz Crystal can handle this :) CS4 is
definitely feature rich, I guess I just have an aversion to Adobe
stuff (rightly or wrongly).
-George Toledo
On Mon, Sep 21, 2009 at 9:12 PM, Chris Wood <[email protected]> wrote:
Indeed, very good looking implementation there.
George: grid isn't necessary for this kind of thing. It's basically
raytracing, and you only need one polygon - this is the surface the
shader draws on. I'm totally with you on quartz crystal - it's
invaluable. Maybe CS4 is better for stills though - I can see
crystal struggling with a 1-frame poster-size image :)
Chris
On 22 Sep 2009, at 01:46, George Toledo wrote:
Nice one! This looks very much like the OpenCL version (from my
memory). For what it's worth, there is also a GLSL grid option
available in QC... but this looks pretty good with the Sprite!
Thanks for posting.
If you haven't checked it out yet, there's a multisampling option
available in QC4, Snow Leopard, by choosing Option+Preferences,
going to the "Editor" tab, and then checking the "multisampling"
box. This will work if you have a supported GPU. This looks
especially excellent with the multisampling.
For high quality offline rendering, you don't necessarily need CS4,
though it's a nice suite. If you are becoming interested in QC, you
definitely want to consider checking out Kineme's Quartz Crystal
application. It has options for anti-aliasing as well as motion
blur... By rendering a qtz to video using Quartz Crystal, you can
achieve video renders driven by the Quartz Composer engine that
reflect a much higher level of visual quality than you can achieve
with Quartz Composer in real-time. For the cost, the value in
quality and convenience is unreal. (http://kineme.net)
-George Toledo
On Mon, Sep 21, 2009 at 7:29 PM, Tom Beddard <[email protected]>
wrote:
Hi folks. I've been lurking here for a while after but I thought
it was time to introduce myself and contribute something.
I have an interest in mathematical and generative graphics and
over the past while I've created a few GPU shaders for Adobe Pixel
Bender for use in Photoshop and After Effects. After Vade got me
interested in Quartz Composer I've started converting some of
these over to QC compositions.
My first contribution is a GLSL port of Keenan Crane's Cg
quarternion Julia set ray tracer. It's pretty much a straight port
to a GLSL patch but QC makes it so easy to play around with the
parameters and hook it into other stuff.
The one thing I did add was support for an approximate ambient
occlusion addition to the shading of the 3D surface. It's actually
derived from a by-product of the ray tracing process so adds
almost no overhead to the final computation, but adds a nice
visual improvement.
I've posted full details about the QC patch along with the Pixel
Bender version (for high res rendering in Photoshop CS4) over on
my blog: http://www.subblue.com/blog/2009/9/20/quaternion_julia
Also attached the QC composition:
I also just noticed that there is an OpenCL version now too:
http://developer.apple.com/mac/library/samplecode/OpenCL_RayTraced_Quaternion_Julia-Set_Example/index.html
Cheers
T.
--
Tom Beddard
http://www.subblue.com
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Tom Beddard
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