Quartz Composer Patches

Click here to add a new effect.

Colour Grid

A grid of 2D cubes that all take their colour from the centre cube.

http://robmac.net 

hob_colour_grid.jpeg
Detailed Info: 

Vertical and Horizontal highlights are most effective when Sync'd to BPM position.

v0.1

hiltmeyer.inc's picture

2 layer mover

just 2 sprites moving endles from left to right.

 

Detailed Info: 

this is a simple layer mover i made for dunpeal.

just 2 sprites moving endles from left to right.

its nothing fancy but i dont have a space to upload at the moment ;-)

it only shows a concept and may need improvement .
you have to put it on the master chanel(or top layer) select layers from the dropdown
and then you have the endles banner.

RGB Channel Offset

A simple Core Image kernel based effect, that allows for offsetting the R, G and B channels of an image on the x and y axis.

Probably quite similar to Memo's version from way back in the day, but I can't seem to download that one ;-)

GoTo10 RGB Channel Offset
Detailed Info: 

Controls

Pretty self explanatory: X and Y offset for each channel. 

3D Ribbon

A neverending ribbon twists its way through 3D space.

Based on the VertexNoise.qtz patch from the GLSL examples in the Dev Tools

Mad props go to Mr Monkeypresso for the idea. And of course to Philip Rideout of 3d Labs, Inc who wrote the GLSL code.

Contains GLSL code which is Copyright (c) 2005-2006: 3Dlabs, Inc.

3D Ribbon
Detailed Info: 

Controls:

Speed: make the ribbon go slower or faster

Hue: change the colour on the fly

memo's picture

msa Quad Warp

Allow 4 corner pinning / quad warping to allow projection mapping onto surfaces.

See http://www.memo.tv/projection_mapping_quad_warping_with_quartz_composer_... for more info and demo

memo's picture

msa Quad Mask

Allows you to create a four point (doesn't have to be rectangular) mask.

See http://www.memo.tv/projection_mapping_quad_warping_with_quartz_composer_... for demo and more info.

Detailed Info: 

Set coordinates for 4 corners, and the patch masks or removes the selected area.

 

tb Tunnel

Tunnel effect, taking a different approach to goto10's version, below.

Lots of controls.

tb Tunnel 1.5 01
Detailed Info: 

Controls:

Rate Select:
Rate of tunnel movement, based on Measure Position.

Curve Controls:
Rate and amount of bends in tunnel

Tile Controls:
Controls for mirroring, and tiling the input image.

Live/Capture:
This is an important one.
Live Input
uses the realtime input (as you'd expect). The only problem with this is that movement in the image can conflict with the movement of the tunnel effect, making it look jerky, so I've added
Captured Input:
Grabs a still-frame at regular intervals (set by the rate control), and uses this as the texture. The downside is that you won't see changes to the tile controls until the next cycle.

Color Controls:
Obvious, really.

See http://machinesdontcare.wordpress.com/2008/10/26/tb-tunnel/ for more info.

3D Text

This is a qcTextSource (place in qcTextSources folder) that applies the old After Effects trick of using lotsa copies of a layer on the z-axis to make it appear 3D.

text in 3D
Detailed Info: 

Controls for:

Text input

Text color

Font

Font size

Depth (high values might slow down your machine)

X/Y controller for X/Y axis rotation

Tunnel

Takes the clip or image playing in the layer and makes a neverending tunnel out of it. Also has an optional text input.

Tested on VDMX 0.7.1.6, and Leopard only. Now also with functioning text controls in b0.7 and up. Thanks to Clouds11 for paying attention and providing the update!

If you like this effect, please check out Alx Toneburst's insanely smooth GLSL version, found above.

Screenshot, without text
Detailed Info: 

BackwardsForwards: Changes direction of the flythrough

Speed: Changes the speed of the flythrough 

Text input: Type your message

Text color: D'uh

Text on/off: Also pretty selfexplanatory.. 

HID to MIDI control example

this is not so much a QC-ciip but an example to coding illiterates (of which i'm a proud member) of just how easy it is to start using joysticks, PS2-pads, steering wheels, whatever in VDMX. I have this clip running in the background in QT player, and it converts the HID input signals to MIDI, then sends it to VDMX. i then use regular MIDI detect to pick up on the signal within VDMX.

this example uses a logitech attack joystick, but it could be anything. 

it's not much, but i felt i had to give something, anything, to this community from which i've snagged to much code :) 

Targeting crosshairs

A crosshairs appears over the video, and searches the screen. Pressing the button 'locks' the crosshairs in place. Works great with a live camera input from the crowd. Offers both mouse control and random mode. Leopard only, I'm afraid. Let me know what y'all think!

Screenshot (in appropriate bad taste)
Detailed Info: 

Control_Switch: Switches movement control between random and VDMX input.

Lock: 'Locks' the crosshairs in their current position. Colour will change from green to red. Text will start flashing.

Size: Controls the size of the crosshairs.

Speed: Controls the speed of the random movement (note: does nothing when in VDMX control)

X/Y position: Allows for user input or syncing to VDMX data sources like mouse input (note: does nothing when in Random control)

hiltmeyer.inc's picture

rgb wet/dry

simple rgb wet/dry faders

Detailed Info: 

simple rgb wet/dry faders

tb xyMixPixellate

Another in a seemingly endless series of minor variations on the pixellation/glitch theme.
In this version, the image is divided into tiles of variable size. Each tile can be 'zoomed' until it becomes a single solid colour (giving a standard pixellation 'mosaic' effect). Optionally, the amount of zoom for each tile can be controlled by the luminosity of the centre pixel of each tile.

Leopard-only.

tb xyMixPixellate
Detailed Info: 


Controls:

Size (X)
Tile size X

Size (Y)
Tile size Y

Mix (X)
Amount of effect on X-axis.
Values greater than 0.5 invert each tile horizontally

Mix (Y)
Amount of effect on Y-axis.
Values greater than 0.5 invert each tile vertically

Mode
In Manual mode, effect amount set by Mix (X) and (Y) controls
In Auto mode, tiles are zoomed by luminosity of centre pixel in each tile, and Mix (X) and (Y) controls set depth of auto-zoom effect.

tb slideTile 1.0.1

Divides input image up into tiles, and moves them around, either randomly, or based on the brightness of the pixel at the centre of each tile.

Creates a wide range of glitchy effects, from slider-puzzle to complete image randomisation.

See
http://machinesdontcare.wordpress.com/2008/01/15/slidetiletest150108/
for more info.

Leopard-only.

tb slideTile 1.0
Detailed Info: 

Controls:

Cell Width
Scale of effect on x-axis

Cell Height
Scale of effect on y-axis

Threshold
Amount of glitching

Randomise
Mix between tiles being shifted by brightness or random values

Random Hold
Hold random values (does nothing if Randomise is 0)

Mix
Mixes between original position of each pixel and their glitched position.

tb gradDistort 1.0.2

Throwaway 2D distortion/mirror effect.
Might respond nicely to audio levels.

See
http://machinesdontcare.wordpress.com/2008/05/09/a-throwaway-distortion-...
for more info.

tb gradDistort 1.0

tb_superShape2D GLSL 1.0

QC/GLSL implementation of Johan Geilis' 2D Supershape equation.
Converted from code on Paul Bourke's website
http://local.wasp.uwa.edu.au/~pbourke/surfaces_curves/supershape/

Creates all kinds of 2D patterns and shapes.

Leopard only.
Also note you'll need the latest VDMX beta.
If you don't see anything on screen, try moving the X and Y parameters.

tb_superShape2d_GLSL_01

tb_sphericalHarmonics 1.02

Updated version of tb_sphericalHarmonics 1.0.

See post here
http://machinesdontcare.wordpress.com/2008/04/02/tb_sphericalharmonics-1...
for more info.

Leopard-only

UPDATED: Should now work on ATI and NVIDIA cards. Please test, guys... 

 

tb_sphericalHarmonics 1.01
memo's picture

Springy Plugin

A qcPlugin (place in VDMX/Plugins folder), which accepts a datasource as input, as well as spring stiffness and damping, and returns a smoothed datasource simulating a damped spring between the current target value and the original value (basically a bouncey smooth).

am3n3's picture

Tracer (all hues)

Modified version of Tracer QC found in OS X.  The Hue parameter can now be set to values between 0 and 360.  Other values remain unchanged: wet/dry; pace.

tb sphericalHarmonics 1.0

Creates 3D mesh from Spherical Harmonics formula. Simple lighting.

tb Spherical Harmonics 1.0
Detailed Info: 

Simple shading, Lots of controls.

Based on OpenGL/C code by Paul Bourke, from this page:
http://ozviz.wasp.uwa.edu.au/~pbourke/surfaces_curves/sphericalh/

Thanks to Memo for GLSL code help and encouragement.

Leopard only. Sorry 10.4 users...

GLSL sourcecode here:
http://machinesdontcare.wordpress.com/2008/03/18/spherical-harmonics-gls...

tb Desaxismundi Maths Surfaces 1.0.3

55 3D Mathematical surfaces in one qcClip.

UPDATED:
Now with additive blend mode option (works best with darker colours).

 

Maths Surface 02
Detailed Info: 

Based on desaxismundi's excellent HLSL shader for VVVV.
I've translated the code to GLSL, and setup controls in QC.
No proper lighting has been implemented here, so it should run pretty well on most GPUs.
Lots of controls.
Note:
Not all the tweakable controls labelled A-D work for all surfaces. The letters in brackets next to the name indicate which controls are active for a particular surface.
Leopard-only, I'm afraid.

tb blurPixellate 1.0

Minor variation on XYPixellate.
Pixellation effect with separate controls for vertical and horizontal pixellation, and additional vertical and horizontal blurring effect.
Designed and tested in OS X 10.4 (Tiger), but should work in Leopard also.

tb blurPixellate 1.0 (Tiger)
Detailed Info: 

Controls
Cell Width
Width of pixellation cells
Cell Height
Height of cells
Blur Horizontal
Horizontal blurring effect
Blur Vertical
Vertical blurring effect.

tb circleWipe 1.0

Circle-wipe transition.

tb circleWipe 1.0
Detailed Info: 

Controls
Angle
Angle of transition
Softness
Softness of edge
Direction
Reverses direction of wipe

tb easyStatic 1.0

Creates random 'static-like' image.

tb easyStatic 1.0
Detailed Info: 

Controls
Scale
Scale of noise
Colour / Mono
Colour or monochrome

tb chromaZoom 1.0 (Tiger Version)

Independent zoom for Red, Green and Blue channels, and master zoom control.
Inspired by Vade's chromatic aberration fragment shader.

tb chromaZoom 1.0
Detailed Info: 

Tiger version should also work in Leopard (but the layout of the patches is a bit messy).

tb metaImage 1.2 (Leopard)

MacOS X 10.5 (Leopard) version of metaImage.
See notes for Tiger version below.

tb metaImage 1.1 (Tiger)

Pixellation-type effect.
Recreates the image from tiny copies of itself.
Now updated with extra controls and a better scaling behaviour.
For MacOS X 10.4 (Tiger) systems.

tb metaImage 1.0
Detailed Info: 

Controls
Cell Size:
Size of pixellation cells.
Zoom Tile:
Zooms each 'meta-image' tile for added fun.
Mode:
Switches between 2 modes.
In Mode 1, the meta images have their colour multiplied with the average colour of the pixel-block (or cell).
In Mode 2, the average colour and the colour of the meta image are mixed.
Mix:
Sets mix-level between meta image and flat colour.
Only works when effect is in Mode 2

tb XYPixellate 1.0

Pixellation effect, with seperate controls for X and Y size of pixel blocks.

tb XYPixellate 1.0
Detailed Info: 

Controls
Width
Width of pixel block
Height
Height of pixel block

tb superSmear 1.0

Another variation of the thresholdStretch effect. X and Y positions of 2 points determines which pixels are stretched/smeared.

tb superSmear 1.0
Detailed Info: 

Controls:
A(X)
Point A X-position
A(Y)
Point A Y-position
B(X)
Point B X-position
B(Y)
Point B Y-position
Flip
flips effect around line from A to B

tb thresholdStretch mix 1.0

Variation of thresholdStretch effect.

tb-thresholdStretchMix-1.0.jpg
Detailed Info: 

Stretches pixels at Edge 1 towards Edge 1. Stretches pixels at Edge 2 towards Edge 1. Blends the results across the distance between Edge 1 and Edge 2.
Vertical and Horizontal modes.