Archive for particles

Particle Warfare

Posted in QC plugins, quartz composer with tags on June 18, 2012 by Francois Wunschel

Particle Overdose

Posted in crisis, experimental with tags , , , on April 25, 2012 by Francois Wunschel

It just seems that I’ll never be finished with particles.
It’s been at least my tenth plugin/attempt at coding some fancy particles for QC. Experimenting with forces, flocking, sin/cos/tan functions, perlin noise vs simplex noise, trails, damping, gravitation, kinect controls, audio reactivity …
Here are some snapshots of my latest iteration, intended to be used in our new show in-the-making, “CRISIS”.
These particles are controlled by sensors and Ableton Live…
Hopefully we’ll be able to present a short show teaser at the Mapping Festival, on May 12th.

_1024_ParticleWarfare 1.1 QCplugin update

Posted in QC plugins with tags , , , on December 17, 2010 by Francois Wunschel

I was just stuck in the train from Geneva to Paris, due to bad weather conditions. Hopefully I had my laptop and a fully charged battery. So I took some time to modify ParticleWarfare QC plugin, add a few new options.

– It now takes a XYZ structure as input, so you can pipe a Mesh Vertices structure directly into the plugin.
Mesh emitting particles. Yeah, that’s cool.
– Added a Noise Multiplier option, for more subtle effects.
– Tweaked a few other parameters and added a Depth Testing option.

Still not bug free, so I wouldn’t recommend having 2 instances of the patch in the same graph.
Sample files included. download from the box.

Here’s a snapshot of a 3d Head mesh emitting particles from each edge:

_1024_ParticleWarfare QCPlugin

Posted in QC plugins, quartz composer with tags , , , , , on September 3, 2010 by Francois Wunschel

Finally, the beta is out. Just on time for the weekend.
This will definetly mark a pause in the plugin storm emitted from this blog, as I’d rather focus on producing content now.
This plugin obviously features, among particle emission, lots of bugs too.
Sample files are included. 10.5/10.6 Intel. Download from the box.
No blabla or description, try it, eventually drop a comment, I’ll be happy. If you do kewl things with it, send us a picture or a video.
For those of you in Paris the 2nd of October 2010, there will be a particle-emitting scaffolding structure on the Saint Louis bridge. See you there. Or not.

Some more Particles testing…

Posted in quartz composer with tags , , , on September 1, 2010 by Francois Wunschel

I finally decided to get rid of the CINDER dependency (except cinder::Vector class, because it was really handy…) since the compiled plugin (codename:: ParticleWarfare) was way to big: from 4+MB, the final plug went to only … 100KB. Quite an improvement, for the same functionalities, less the compilation fighting. (Sorry about that… on the other hand, I learned a lot reading CINDER framework’sources, so well written, thanks again for this, you guys just rock the scene !).
Lots of optimizations, esp. after having bought the bible by Stroustrup., which weights more than my Macbook ! This is not the type of book to bring on holidays.
Still a couple of bug to remove before a proper release …. and a proper installation (in Paris on the 2nd of October, for those around).


Posted in experimental, QC plugins, quartz composer with tags , , , , on August 29, 2010 by Francois Wunschel

I’ve been working this week at a new particle engine for QC, featuring EmitterStructure input, Image input and Line based emission. The plugin will certainly be in use at 3 major shows we’ll be having this autumn.
It currently also allows to grow hair-like trailing particles.
As Salvador Dali said: ” Architecture has to be soft and hairy”.
Here’s a test output:

some more QC-Cinder experiments

Posted in QC plugins, quartz composer with tags , , , , on August 7, 2010 by Francois Wunschel

Just managed yesterday to get Image Buffer representation working in a QC plugin,
so I quickly fused it with my on-going Cinder-based particles plugin.
Now the plugin can emit particles based on some image’brightness (using motion detection).
Here’s a snap, and hopefully a release soon.
(and yes, this is me on the picture ;(