This, the final installment in the Basics tutorials series will cover most of the remaining parts of the user interface: Background and Distortion as well as the use of images and video for texture.
Before we move on, just as with all the tutorials, make sure that you have something happening in input one (1) – whether it be a live sensor or a playback of the .rgbd clips that come with the software. Also make sure you’re initially dealing with pretty basic visual settings in your profile.
Watch the equivalent video tutorial series on Youtube:
Continue to the first part of the tutorial series:
Since version 1.1, Z Vector has offered support for a number of methods for transferring 2D textures in to the software. This tutorial focuses on using image and video files (via Delicode Vidiöt). For a complete list of supported video/image file types and formats, please refer to the documentation and/or the FAQ.
To get started, create an artificial background in to the output render by sliding the BG controller (found under Input -> Depth) down until you see a diagonal grey lines app…
Z Vector has an inbuilt pseudo 2D/3D conversion effect for good measure. It can be used for an interesting effect when mixing 2D video with a depth feed, or be used to just manipulate your existing 2D video. This feature in Z Vector creates a visual somewhat similar to the one found in the Rutt/Etra Video Synthesizer (co-invented by Steve Rutt and Bill Etra): an analog raster manipulation device for image processing and real-time animation.
While playing back a video or using a backgro…
Before we dive in to what the background controls do, let’s do a recap on how Z Vector works. The depth map inputs are basically grids of a certain resolution, with the size of the grid depending on the resolution of the depth sensor in use (for example in the case of a Kinect for XBOX 360, 640x480 pixels). In case you ever played with one, you could think of the resulting grid as a kind of a dynamic, constantly updated pin toy (you know, the kind you can push your hand of face through). Indeed …
In Z Vector, distortion is a great way to add dynamics to your visuals. Just as with animation controls, the distortion source can be either live audio analysis or synthetic beats (BPM/external clock based method). The L/H/N/B/4/8/16 controls work by creating dynamic, smoothly changing distortion waves.
The freq(uency) mode outputs FFT (i.e. the frequency composition of the audio signal). (Auto)corr(elation) mode, on the other hand, outputs a strong overall response for perio…