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102. tweak
10 months ago
101. in time
10 months ago
100. leaf pile
10 months ago
98. hndrx 6
10 months ago
97. hndrx 3
10 months ago
96. hndrx
10 months ago
94. swirl
10 months ago
92. Bonsai
10 months ago
91. corkscrew greenery
10 months ago
89. smokey
10 months ago
88. Fireworks...
10 months ago
86. Cursive 2
10 months ago
85. Cursive
10 months ago
83. rutt panorama
10 months ago
81. City Life
10 months ago
80. Fire Fish
10 months ago
79. lighting
10 months ago
78. bunny blitz
10 months ago
77. processing filter
10 months ago
76. landscape prism
10 months ago
I've been wanting to figure out some kind of way of generating some kind of smoke, cloud, mist, plasma and liquid like textures in Quartz Composer. There are already some pretty decent ways of going about some of this, especially clouds, but I am most interested in getting "smoke" and "liquid" going...

As I have experimented, I don't think that there is only one way of going about it that is correct in all situations.

This was achieved by generating particles inside of a GLSL shader, and adding blurs. It uses kineme particles, v002 blur, and a paraboloid shader that was originally straight out of the desaxismundi solids example that toneburst did for quartz composer. The shader is fairly well changed up at this point, just from tweaking it through trial and error.
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