teasing an ogre.
Friday, November 25, 2005, 10:20 PM - log
I've been meaning to put these up for a while: documents of experiments in the extents of the Ogre3D material framework, pix's 'OgreOSC' implementation and particle systems (both his and the native Ogre3D PS) while working on the TRG project. This was all done around a year ago now, preserved here for some semblance of posterity. Ogre3D has since grown alot and is currently serving as the basis for the next generation of the fijuu project. Examples below using OSC were driven with PD as the control interface.

material-skin A demo using wave_xform to manipulate textures to an oscillation pattern across two dimensions whose periods are out of phase. The material is scrolled across a static convolved mesh creating interference patterns.



The syntax is simplistic and easy to work with. Here's an example as used for the above movie:

material tmp/xform
{
technique
{
pass
{
scene_blend add
depth_write off
texture_unit
{
texture some.png
wave_xform scroll_x sine 1.0 0.02 0.0 0.5
wave_xform rotate sine 0.0 0.02 0.0 1.0
env_map planar
}
}
}
}


material-wine The same as above, but exploring alpha layers and some new blend modes

particle-glint A short life particle system using native ogre particle functions. Linear force along y causes particles to rise up as they expire while new particles are seeded within fixed bounds below.

particle-hair Altering the particle length and using colour blending to give the effect of hair/rays.

particle-horiz Another version of above. reasonably pointless.

particle-hair2 Hair effect with more body 'n' shine.

particle-bloom a remix of pix's swarm effect using a few blend modes, force affectors and some texture processing.

particle-bloempje another remix of pix's swarm effect.

techno-tentacle example of using OSC to drive animation tracks. Here pitch analysis on an arbitrary audio track is passed to OSC which then controls playback period and mix weights between two armature animation tracks. Tentacles dance around as though Pixar was paying me. The tentacle has about 30 bones and has been instantiated 12 times in the scene. Individual control is possible as are the use of more animation tracks.



animated-textures basic example of animated textures in use.

animated-textures-LSCM another example of animated textures in use but on a mesh of 382 faces. the mesh has been LSCM unwrapped to create 'seamless' UV coords.


  |  permalink


back