
Rutt Etra with GLSL + Per Pixel Lighting
5 months ago
Working on some updates to the v002 Rutt Etra, bringing in support for lighting and GLSL shader compatibility within Quartz Composer.
These two features allow for some fun effects; per vertex distortions of the geometry let you re-create some of the classic "wobulator" style effects (see Aphex Twin / Chris Cunninham 'Come To Daddy' music video for one of the better more modern usages of this effect).
Lighting support allows more interesting colors and depth to be had in the effect as well.
You can also throw in some normal maps and other crazy shader related fun (Screen Based Ambient Occlusion anyone)?
Some issues still need to be sorted as the GLSL implementation details in Quartz Composer are opaque, thus forcing me to use some hacks which are not very pretty.
This video showcases per pixel lighting and spherical distortion borrowed from the developer example quartz composer patch "SphereMorph.qtz".
There is a lot more fun to be had.
These two features allow for some fun effects; per vertex distortions of the geometry let you re-create some of the classic "wobulator" style effects (see Aphex Twin / Chris Cunninham 'Come To Daddy' music video for one of the better more modern usages of this effect).
Lighting support allows more interesting colors and depth to be had in the effect as well.
You can also throw in some normal maps and other crazy shader related fun (Screen Based Ambient Occlusion anyone)?
Some issues still need to be sorted as the GLSL implementation details in Quartz Composer are opaque, thus forcing me to use some hacks which are not very pretty.
This video showcases per pixel lighting and spherical distortion borrowed from the developer example quartz composer patch "SphereMorph.qtz".
There is a lot more fun to be had.
This conversation is missing your voice. Take five seconds to join Vimeo or log in.
Hey, there is 1 more comment in
1 group
-
Vimeo: About / Blog / Developers / Jobs / Community Guidelines / Community Forums / Help Center / Site Map / Merchandise
/ Get Vimeo

Previous Week
lighting would be awsome.
glsl sahder stuff too.
realy looking forward for the next version
Thought you'd put this project to bed, glad you're dusting it off again (to mix metaphors horribly).
I'd love to know how you're generating normals for per-pixel lighting. I never really got that to work when I tried it (but I was using a spherical mesh, so maybe that was part of the reason).
vimeo.com/4969964
was as close as I ever got to getting decent lighting on a displacement-mapped mesh- not very close, clearly :(
Keep up the great work,
a|x