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This is an example of using Kineme Particles inside of a GLSL shader setup... in this case the shape was informed by the desaxismundi maths surfaces port to QC by toneburst. Instead of using GLSL grids in an effort to accomplish solid shapes, I used the shader portion to show how you can basically "fill a jar" with particles, so to speak...

Credits

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  • toneburst plus 1 year ago
    Very nice.
    Must experiment with this technique.

    a|x
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  • George Toledo plus 1 year ago
    You should note... I just NOW discovered the "credits" tab! Copious credits to you.

    If you are going to mess with this, two suggestions... try many different particle setups, and also play with the "emitter" value.

    I was going to make a giant desaxismundi particle comp, but it's pointless until the new Particle Tools comes out, because I was going to put parameters to trigger various particle "types"... and I don't want to have to go back and re-edit it (you know what a job that would be/is!!!)
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  • toneburst plus 11 months ago
    I'd suggest narrowing-down the surfaces shaders to just the few nicest ones, to be honest, otherwise you're going to end up spending ages having to go through each one. I've got quite a few ideas for updates to the surfaces QTZ myself, but I keep putting it off, just because it's such a massive job, going through and adding features to each of the 50+ individual shaders.

    Oh, and thanks for the credits! Must add credits to the clips I've so far managed to upload (really must do some more).

    a|x
  • George Toledo plus 11 months ago
    The more I mess with it, the more I think that it is just more trouble than it is worth to try to attempt to make some "master" composition. What I notice is that when you account for all of the things that you can actually do with the particles, and then the actual shapes... you could spend forever! There are some combinations that you may think are horrible at first, but just need to be tweaked. Then there is the side of it, that sometimes you actually want something that looks wrong/off kilter and without balance.

    Variables like the wind/gust frequencies and strengths, damping, gravity, size multiplication, lengths, the position of the particles within a 3D transform while inside of the shader... all have a tremendous effect. So it would be really unwieldy to figure out what inputs should be published.

    I made an audio reactive shader/particle comp today that is pretty cool looking... I think that these shader particle things are almost best on a particle type/shader type, case by case basis.



    As far as credits... I just noted that feature last week, and am still getting used to it. I'm always trying to upload something before dashing off to do something else, so in reality it just takes too much time to fill out every field on these pages sometimes! I always have tried in the past to note credits in the explanation and tags, and now I am going "oh, one more thing to fill out!" :o)

    The thing that is unsatisfying is that apparently, one has to be a member of Vimeo to be listed in the credits! Soooo.... I am almost leaning back to giving all credits in tags and the body description.

    The thing about a straightforward credits column is that I'm starting to find it hairy when it is appropriate to give credits or not! I would hate to give you, for example, credit on something because I used a macro, but for you to be going "man, I wish he hadn't have credited me on that!".
  • George Toledo plus 11 months ago
    You have mentioned the thing of "nicest ones" before... I'm curious if you happen to have any that you find to be dissatisfying or just peculiar? Things like the stiletto seem like odd choices at first, but I'm not sure if there are any that are totally useless.
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