Qlab for PC Archives

Qlab for PC Archives

Qlab for PC Archives

Qlab for PC Archives

qLib

  • Generation, manipulation and visualization of geometry attributes and groups
    • Scalars and vector types (Vector, Vector Jitter, etc.)
    • Build attributes using rules (Attrib Builder) or volumetric shapes (Attrib Shape)
    • Access topology details as attributes (number of connected edges, etc.)
    • Modify attributes with various methods (remapping, direction reorientation, etc.)
    • Visualize attributes (scalars and vectors) and groups (point- and primitive-groups)
  • Boundary geometry generation and manipulation
    • Determine boundaries of animated geometry
    • Camera-related geometry: camera frustrum, camera plane (with from/to persp projection)
    • Clip geometry outside frustrum; keep all geometry within specified bounds; etc.
  • A complete deformer suite, implemented with a common deformer framework
    • The most common deformer types are available (Bend, Taper, Twist, Bias, etc.)
    • Common framework provides standardized parameters, sophisticated placement controls, etc.
    • Even some default Houdini deformers are reimplemented using the framework
    • Additional "non-standard" deformers (deform by NURBS surface, point cloud, motion path, etc.)
  • Re-implemented versions of certain original Houdini operators
    • Multithreaded, very fast variants (Ray qL SOP, Scatter qL SOP)
    • Improved ("convenience") variants of original OPs (TimeBlend, Peak, PointJitter, etc.)
  • Other ways of generate and manipulate geometry
  • Workflow-related tools
    • Waypoint SOP: a FileCache SOP variant with important additions
      • Quick setup with many presets for various filename components (folder, name, extension, etc.)
      • When the node is deleted, it can clean up after itself by deleting the files on disk (optional)
      • Easy-to-setup saving of sub-frames
      • Options for building ROP networks to run multiple Waypoints in proper order
    • Shot qL (OBJ): a single operator for storing all shot-related information (frame ranges, etc.)
    • Shot Builder (OBJ): for automatically importing many Alembic files into the scene
    • Environment qL (OBJ): automatic and manual setup of variables, etc.
  • A large collection of gallery items (node and subnet presets)
    • Lots of various stuff that is very useful but would be too inflexible to use as assets
  • Shelf tools
    • A small but very useful set of shelf tool items
  • Installation

    The installation process involves two steps: getting the contents and setting up the environment for Houdini.

    There are two ways to get the contents of the library. You can download a compressed archive file or you can clone the official repository with Git. While installing from an archive may sound a bit simpler, we still recommend you to use Git for the additional benefits of instant updates and easy access to older versions and development branches.

    Note: the recommended variant to download is the dev branch as it always contains the latest updates and bug fixes (and it's stable enough for daily use).

    From Archive File

    Simply download the current version by pressing one of the download buttons and unpack it to the place where you want to install qLib.

    Cloning the repository with Git

    In order to use Git, you first have to install it. Every modern Linux distribution has a Git package. Use your choice of package manager to install it. On Windows download and install Git on Windows, on OS X do the same with git-osx-installer.

    After installing Git, open a terminal and clone the repository. On Windows use git bash which is a pretty decent shell included in Git on Windows. Go to the directory where you want to install qLib and run git clone with the url of the repository.

    Later if you want to update the library just go into your cloned repository and run git pull.

    Setting up the environment

    To finish the installation you must tell Houdini to load the assets by setting the HOUDINI_OTLSCAN_PATH environment variable. You can skip or postpone this step if you want to try out individual assets by loading them manually.

    The easiest way to do this is to put the following lines into your houdini.env file:

    Note that on Windows you should use semicolons instead of colons as path separator, so the last line on Windows should look like this:

    Further reading and other places of interest

    qLib comes with fairly extensive documentation. First and foremost every asset should have a help card describing the asset's functionality and behavior.

    Other aspects of the library are covered in the Wiki.

    If you think you ran into a bug, please report it on the project's issue tracker. RFEs are also welcome!

    If you need help, have a question or just want to keep up with the news regarding qLib, feel free to join us on our Google Groups page.

    Archives of older versions can be downloaded from the Tags section of the Github page.


    Thank you for your interest in qLib!

    The qLib Team

    Источник: [https://torrent-igruha.org/3551-portal.html]
    , Qlab for PC Archives

    An Occasional Midsummer Night’s Dream (David Bowie)

    The director chose this as an ensemble piece. It was for tech, too!

    February has fallen into a pattern over the past few years. It’s when things start picking back up from the quieter January. The gradual changeover between maintenance, and repair throughout the theatre leading into prep for my usual season of shows coming up. At NVCC, my home theatre department, we usually have our Spring shows in April, so there is time to design and plan, while also getting in a few shows at other theatre companies in the meantime. But, due to some schedule changes, our big Spring show landed at the end of February. It felt like an odd time to put up A Midsummer Night’s Dream.

    For this show, I wanted to give my students as much of the reigns as possible – and after our strong productions last semester on “Laramie Project” and :”Next to Normal,” I thought it was high time to let them run things. This gave me an assistant designer (Kaden Dupont) and a system engineer (Chris Varanko), who worked from my overall vision. We all hauled speakers and programed and filled out spreadsheets – but I was able to let them take the lead (which was good, since I ended having conflicts a couple of days and needed them to take charge). We wrapped the show with me feeling very proud of these two – we’ve done a few shows together now as a trio (and Chris and I have had many before that!) and they really came to the table with their own ideas and abilities. I’ve been extremely lucky to have them both, since they’re going to be graduating soon – next year is going to be a year of rebuilding, but we have some great minds coming up the ranks that I look forward to working with.

    So, what did we use all of that fire power for? Hasn’t Midsummer been done to death? What new things could we offer? Our director, Sasha Bratt, wanted to present a magical world where anything could happen. So I said “How about pinning the design on the work, and artists influenced by, David Bowie?” Obviously, I was thinking from a sound design frame of mind, but the idea caught fire with the costume designer and Bowie fan Lisa Bebey, and I read Bill Cone’s floor treatment as Sasha’s love for “Starman” (coincidence I’m sure, but I’m taking it).

    This led to a few weeks of design time, building loops and stings from a wide library of music. For most of the show, I wanted to steer away from vocals, and keep our music instrumental (though to start the show I found a stunning a capella cover of “Sweet Dreams” by Holly Henry online that I edited to suit my needs). The problem with using such an iconic artist was that there are so many hits, and I wanted to avoid using those big radio hooks, so that we wouldn’t pull people out of the world the show was creating. That guideline, and working with a lot of his 90’s material, put us in danger of “designing a Bowie-themed show without any Bowie,” since casual fans wouldn’t recognize anything for a while once “Starman” wrapped up the house music.

    But Kaden and I worked away, sampling bits here and there and blending in effects and other samples to mould the material to what was needed. Songs like “Blackstar” are so involved and intricate, and have so many beautiful themes happening over it’s 10 minute length, ; the only way I could build one of the loops I wanted was to bathe the sample in long delays and reverbs, which made the song sound even more confusingly haunting as it circled in on itself, ouroboros-style. Other songs, like “Dollar Days,” “Pallas Athena,” and “The Wedding” are deep catalog dives that have so much rich texture that we augmented with chimes, cymbals, and more as we built out our loops.

    Of course, one of the most obscure songs from the David Bowie catalog that we sampled was the first track from his first, oft-forgotten self-titled album, a song called “Uncle Arthur,” which was the theme for the Mechanicals, the players who perform Shakespeare’s quintessential play-within-a-play. First hearing this song made me realize a) “I have found the perfect music for these clowns,” and b) “I am not surprised that this has not achieved the status of anything from, say, ‘Aladdin Sane’.” It was perfect and adapted well to the pitch bending I applied to it.

    There was a random bit of song that one of the actors started singing in rehearsal, and the director wanted to keep it in the show. Titania gets lulled to sleep by one of the fairies (Jalon Coplan) singing Leonard Cohen’s “Hallelujah” – a classic song by one of my favorite writers, but how could we do something fresh with one of the most covered songs of all time? How could we make it work in our world? I was trying to steer towards non-literal sounds where I could (the hunting horns at the end of the show were chopped up, effected samples of didgeridoo, for example). The answer was in having my friend Ryan Fedak, one of Mary’s former students who is up at the Berklee College of Music, record a sparse vibraphone backing track and send it to us as tech started.

    Kaden had a few key contributions to the design – the recurring lovers theme between Lysander and Hermia was lifted from the Sword Art Online Soundtrack, a beautiful violin piece called “At Nightfall.” It starts off with this beautiful, recognizable sweeping riff, which we were able to play to great comic effect in one of the scenes. By utilizing a couple of hotkey triggers in Qlab we react to the actors on stage in a dynamic, rather than rehearsed, fashion. This gave us the sound design we wanted while giving the actors room to develop the scene night to night.

    Working closely with an assistant designer was a great teaching opportunity – instead of having to direct the minute details of what I wanted, I knew I could trust her to take the guidelines I set out and for her to take that to new places (and find songs from artists like Godspeed You Black Emperor). I taught her how to create random soundscapes using Qlab’s random group setting, a trick I learned in turn from designer Matt Hubbs when we were on “Indecent.” We used random soundscapes throughout the show, including Puck’s Theme, which was based around Nine Inch Nails’ track 6 Ghosts, from the first disc of their 2008 instrumental experiment Ghosts I-IV. For that segment, we used a collection of reversed cymbal samples, which were spread throughout the theatre, to make it even more haunted and twisted.

    Bad phone photo of what was an immersive set.

    “Spread throughout the theatre” was the challenge I posited to Chris to figure out as the system engineer. I had ideas of what would essentially be quadrophonic sound for the audience in a 3/4 thrust black box space, with subwoofers added. Ideas like “Oberon, king of the fairies, enters, and samples of his name being whispered by cast members start faintly ping-ponging around the room, under the music.” Between managing assets (we were overhauling the main stage PA system across the hall the same week of load in) and working with the director to find a common ground (speaker placements, actor blocking) I gave him a stated goal and references, letting him sort out the details and do the documentation, supporting him as questions came up.

    Overall, it was a very ambitious design, and we were able to pull it off thanks to teamwork. I would be running playback from the tech table in rehearsals, editing Qlab on the fly (combining Nine Inch Nails lilting dirge “Something I Can Never Have” with Bowie’s chugging “All the Madmen” over thunderclaps, depth charges, delays & reverbs, and finding the right amount of brand new subwoofer borrowed from next door), while Kaden was working in my office revising a random soundscape and editing Chris’ new actor voiceovers as they came in, which he was sampling from the green room.

    Blocking rehearsal

    We all had a lot of fun. The cast was amazing – one of the best college shows I’ve ever worked on (that’s a lot of schools and shows). I was really sad when I found out that we weren’t able to extend the run due to schedule conflicts. The enthusiasm and commitment I saw – in my department and all of the others – reinforced my choice for music at curtain call. I re-edited a joyous song from Mika called “We Are Golden” to the length we needed (and the final bow ended right on the button, every time! Long reverb tails for the win!):

    “Teenage dreams in a teenage circus
    Running around like a clown on purpose
    Who gives a damn about the family you come from?
    No giving up when you’re young and you want some”

    For a list of songs we sampled, check out this link:
    https://drive.google.com/open?id=1QZ0ws-mFHlIMcnovLg0cfUA8gH-07RNFOMtOAS2u4MI

    -brian

    (Our lighting designer, Jon Curns, shot real photos of the show. I’ll come back and update this post when I get them.)

    Источник: [https://torrent-igruha.org/3551-portal.html]
    Qlab for PC Archives

    Release Date

    June 18th, 2020

    Requirements

    MacOS 10.10 or later

    Release Notes

    QLab is free to download and use. View Pricing for Paid Features

    QLab Download Archive

    We recommend using the latest version of QLab whenever possible, but we do provide previous versions of QLab for download if you have specific compatibility needs.

    QLab 4.6.5

    June 18th, 2020

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    QLab 4.6.4

    May 21st, 2020

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    QLab 4.6.3

    March 16th, 2020

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    QLab 4.6.2

    February 12th, 2020

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    QLab 4.6.1

    February 6th, 2020

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    QLab 4.6

    February 5th, 2020

    Read AnnouncementDetails

    QLab 4.5.4

    November 20th, 2019

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    QLab 4.5.3

    October 28th, 2019

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    QLab 4.5.2

    September 25th, 2019

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    QLab 4.5.1

    September 19th, 2019

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    QLab 4.5

    September 9th, 2019

    Read AnnouncementDetails

    QLab 4.4.5

    April 17th, 2019

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    QLab 4.4.4

    April 9th, 2019

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    QLab 4.4.3

    February 21st, 2019

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    QLab 4.4.2

    February 11th, 2019

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    QLab 4.4.1

    January 16th, 2019

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    QLab 4.4

    December 3rd, 2018

    Read AnnouncementDetails

    QLab 4.3.4

    November 5th, 2018

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    QLab 4.3.3

    October 9th, 2018

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    QLab 4.3.2

    October 8th, 2018

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    QLab 4.3.1

    September 4th, 2018

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    QLab 4.3

    August 28th, 2018

    Read AnnouncementDetails

    QLab 4.2.5

    July 5th, 2018

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    QLab 4.2.4

    May 30th, 2018

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    QLab 4.2.3

    April 9th, 2018

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    QLab 4.2.2

    April 6th, 2018

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    QLab 4.2.1

    March 28th, 2018

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    QLab 4.2

    March 21st, 2018

    Read AnnouncementDetails

    QLab 4.1.7

    February 20th, 2018

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    QLab 4.1.6

    December 4th, 2017

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    QLab 4.1.5

    November 27th, 2017

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    QLab 4.1.4

    October 18th, 2017

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    QLab 4.1.3

    September 14th, 2017

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    QLab 4.1.2

    July 27th, 2017

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    QLab 4.1.1

    June 23rd, 2017

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    QLab 4.1

    June 20th, 2017

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    QLab 4.0.11

    May 25th, 2017

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    QLab 4.0.10

    April 7th, 2017

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    QLab 4.0.9

    March 31st, 2017

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    QLab 4.0.8

    March 23rd, 2017

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    QLab 4.0.7

    February 24th, 2017

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    QLab 4.0.6

    January 27th, 2017

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    QLab 4.0.5

    January 13th, 2017

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    QLab 4.0.4

    December 16th, 2016

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    QLab 4.0.3

    December 1st, 2016

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    QLab 4.0.2

    November 28th, 2016

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    QLab 4.0.1

    November 18th, 2016

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    QLab 4.0

    November 16th, 2016

    Read AnnouncementDetails

    QLab 3.2.15

    October 18th, 2018

    Read AnnouncementDetails

    Источник: [https://torrent-igruha.org/3551-portal.html]
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