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A quick demo of version 2.0 of the Rutt Etra for Quartz Composer 4.0 / Mac 10.6 which now works properly with the lighting macro patch and renders an optional input normal map image (this may change in the final, normal calculations may happen internally).

The Rutt Etra is now able to render antialiased points, mesh and triangle mesh rather than just scan lines and complete images. Some options have changed in the patch, including the ability to specify x and y resolution - useful for point rendering. Additionally the RE should be a touch faster & use less memory. Stay tuned.

Credits

8 Likes

  • abre ojos 3 months ago
    reason enough to upgrade alone- gee you do amazing work!
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  • toneburst plus 3 months ago
    Would love to know what method you're using to generate the normal map, and how you're converting that into normals in the correct coordinate-space for lighting. I never managed to get that to work properly whenever I've experimented with it.

    Good stuff!

    a\x
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  • vade 3 months ago
    Im rendering from the input image from QC to an FBO with a shader to calculate normals per pixel for the input map (that does not mean per pixel for the output geometry). The normal map from the shader is read into a separate VBO, and linked/drawn the same way the geometry is drawn. Im not 100% convinced what Im doing is mathematically right however, the lighting seems close but its hard for me to tell if its right.
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  • toneburst plus 2 months ago
    I must admit, the lighting does look a bit odd to me.

    There's a method I tried for calculating the tangent-space normal-map by applying a Sobel edge shader to the displacement image. Not sure if this is the method you're using.

    I never got it to work properly for me, but then again, I was displacing radially, rather than strictly on one axis, as you're doing.

    gamedev.net/community/forums/topic.asp?topic_id=475213
    might help.

    a|x
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  • vade 2 months ago
    Cool thanks. Im using a similar method (convolution filter per pixel), but ill try the shader documented there. :)
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  • vade 2 months ago
    Hey thank link was a huge help, It looks like I just suck at math, and now normals look amazingly better and more accurate. I even have an HQ mode and a faster non sobel mode :) Thanks!
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  • toneburst plus 2 months ago
    Glad to be of service :)

    Your maths is better than mine, I'm sure (was always my worst subject at school, and I've not practiced it since).

    Keep up the great work!

    a|x
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  • VJ Anomolee 2 months ago
    My Hero! I make a wish on twitter and it comes true!
    Hopefully I can implement this into a performance Im going to do at the Dallas Museum of Art in November.
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