Hi, dear list !
I am looking for a Geo, that looks like a distorted plane, in particular a "concave" or "convex" plane as shown in this .jpg:
https://wolke.klingt.org/index.php/s/QO7Vb5UDNn42CG9
can anybody hint me to a way that this can be done in Gem ?
the "convex" version seems easier, it's more or less a scaled cylinder, but i can't ssem to achieve the "concave" version with this Geo.
Best
Oliver
For me, the simplest way to achieve this, is to use a mesh square with shaders. Take a look at exemples in Gem and shaders and how to move vertices in model view. ++
Jack
Le 03/08/2018 à 17:02, oliver a écrit :
Hi, dear list !
I am looking for a Geo, that looks like a distorted plane, in particular a "concave" or "convex" plane as shown in this .jpg:
https://wolke.klingt.org/index.php/s/QO7Vb5UDNn42CG9
can anybody hint me to a way that this can be done in Gem ?
the "convex" version seems easier, it's more or less a scaled cylinder, but i can't ssem to achieve the "concave" version with this Geo.
Best
Oliver
Jack wrote:
For me, the simplest way to achieve this, is to use a mesh square with shaders. Take a look at exemples in Gem and shaders and how to move vertices in model view.
Hi, Jack ! thanks a lot for your suggestion.
Unfortunately my my shader/glsl skills are very limited and so is the documentation of [mesh_square] or [glsl_vertex]...
[mesh_square]-help just says: "This object is usefull when working with vertex_shader."
do you (or anybody here) know any example patches that demonstrate the approach to creating an arbitrary plane with [mesh_square] ?
(the GLSL example patches don't really seem to be pointing that out.)
i also tried the geometry help patch from GEM examples, but this gives me an error:
[glsl_geometry]: compile Info_log: [glsl_geometry]: ERROR: 0:17: 'gl_VerticesIn' : undeclared identifier
best
oliver
++
Jack
Le 03/08/2018 à 17:02, oliver a écrit :
Hi, dear list !
I am looking for a Geo, that looks like a distorted plane, in particular a "concave" or "convex" plane as shown in this .jpg:
https://wolke.klingt.org/index.php/s/QO7Vb5UDNn42CG9
can anybody hint me to a way that this can be done in Gem ?
the "convex" version seems easier, it's more or less a scaled cylinder, but i can't ssem to achieve the "concave" version with this Geo.
Best
Oliver
Pd-list@lists.iem.at mailing list UNSUBSCRIBE and account-management -> https://lists.puredata.info/listinfo/pd-list
Hello Oliver,
Le 04/08/2018 à 11:20, oliver a écrit :
Jack wrote:
For me, the simplest way to achieve this, is to use a mesh square with shaders. Take a look at exemples in Gem and shaders and how to move vertices in model view.
Hi, Jack ! thanks a lot for your suggestion.
Unfortunately my my shader/glsl skills are very limited and so is the documentation of [mesh_square] or [glsl_vertex]...
[mesh_square]-help just says: "This object is usefull when working with vertex_shader."
do you (or anybody here) know any example patches that demonstrate the approach to creating an arbitrary plane with [mesh_square] ?
Yes, there is an exemple in Gem : 10.glsl/09.vertex_texture_fetching In this exemple, the Z position of each vertex of a mesh_square depends on the color of the texture.
(the GLSL example patches don't really seem to be pointing that out.)
See above.
i also tried the geometry help patch from GEM examples, but this gives me an error:
[glsl_geometry]: compile Info_log: [glsl_geometry]: ERROR: 0:17: 'gl_VerticesIn' : undeclared identifier
Using geometry is possible here with [gemVertexbuffer] but it is more complicated. Attached is an exemple (not perfect) with a vertex shader and a fragment shader with [mesh_square]. ++
Jack
best
oliver
++
Jack
Le 03/08/2018 à 17:02, oliver a écrit :
Hi, dear list !
I am looking for a Geo, that looks like a distorted plane, in particular a "concave" or "convex" plane as shown in this .jpg:
https://wolke.klingt.org/index.php/s/QO7Vb5UDNn42CG9
can anybody hint me to a way that this can be done in Gem ?
the "convex" version seems easier, it's more or less a scaled cylinder, but i can't ssem to achieve the "concave" version with this Geo.
Best
Oliver
Pd-list@lists.iem.at mailing list UNSUBSCRIBE and account-management -> https://lists.puredata.info/listinfo/pd-list
hello,
you can try [curve3d] cheers c
Le 04/08/2018 à 11:20, oliver a écrit :
Jack wrote:
For me, the simplest way to achieve this, is to use a mesh square with shaders. Take a look at exemples in Gem and shaders and how to move vertices in model view.
Hi, Jack ! thanks a lot for your suggestion.
Unfortunately my my shader/glsl skills are very limited and so is the documentation of [mesh_square] or [glsl_vertex]...
[mesh_square]-help just says: "This object is usefull when working with vertex_shader."
do you (or anybody here) know any example patches that demonstrate the approach to creating an arbitrary plane with [mesh_square] ?
(the GLSL example patches don't really seem to be pointing that out.)
i also tried the geometry help patch from GEM examples, but this gives me an error:
[glsl_geometry]: compile Info_log: [glsl_geometry]: ERROR: 0:17: 'gl_VerticesIn' : undeclared identifier
best
oliver
++
Jack
Le 03/08/2018 à 17:02, oliver a écrit :
Hi, dear list !
I am looking for a Geo, that looks like a distorted plane, in particular a "concave" or "convex" plane as shown in this .jpg:
https://wolke.klingt.org/index.php/s/QO7Vb5UDNn42CG9
can anybody hint me to a way that this can be done in Gem ?
the "convex" version seems easier, it's more or less a scaled cylinder, but i can't ssem to achieve the "concave" version with this Geo.
Best
Oliver
Pd-list@lists.iem.at mailing list UNSUBSCRIBE and account-management -> https://lists.puredata.info/listinfo/pd-list
cyrille henry wrote:
hello,
you can try [curve3d]
cyrille, jack: thanks a lot for your kind help.
i tried both your suggestions with some success , but i'm not quite there yet.
i attached an example patch providing both methods and problems.
basically [curve3d] works well, with a minor issue that can be worked around. though i don't understand why it's there.
the issue is that the applied texture is rotated by 90°. i tried several things to correct it ([pix_flip], [pix_coordinate]) but they all messed up the texture.
========================================================================
the vertex-shader approach of jack produces the shape i was looking for, but unfortunately doesn't allow texture mapping. or at least i wasn't able to figure out how to do it.
thanks for any further thoughts ...
best
oliver
Le 05/08/2018 à 01:28, oliver a écrit :
cyrille henry wrote:
hello,
you can try [curve3d]
cyrille, jack: thanks a lot for your kind help.
i tried both your suggestions with some success , but i'm not quite there yet.
i attached an example patch providing both methods and problems.
basically [curve3d] works well, with a minor issue that can be worked around. though i don't understand why it's there.
Certainlly because I made a mistake with S T coordinate when I code this object, and you are the 1st one to notice it. I don't know if it's a bug that should be corrected, or a bug that is there for so long that it should stay for compatibility. anyway, the workaround is easy.
best c
the issue is that the applied texture is rotated by 90°. i tried several things to correct it ([pix_flip], [pix_coordinate]) but they all messed up the texture.
========================================================================
the vertex-shader approach of jack produces the shape i was looking for, but unfortunately doesn't allow texture mapping. or at least i wasn't able to figure out how to do it.
thanks for any further thoughts ...
best
oliver
Pd-list@lists.iem.at mailing list UNSUBSCRIBE and account-management -> https://lists.puredata.info/listinfo/pd-list
basically [curve3d] works well, with a minor issue that can be worked
around. though i don't understand why it's there. Certainlly because I made a mistake with S T coordinate when I code this object, and you are the 1st one to notice it. I don't know if it's a bug that should be corrected, or a bug that is there for so long that it should stay for compatibility. anyway, the workaround is easy.
Indeed, and yes i too think compatibility is important. A suggestion for a possible Future release: maybe you could add something like a "flip_texture" or "tex_coordinate" function to [curve3d]. (would be a great Feature anyway ;-))
Best
Oliver
Hello,
See the new version attached to use a texture. ++
Jack
Le 05/08/2018 à 01:28, oliver a écrit :
cyrille henry wrote:
hello,
you can try [curve3d]
cyrille, jack: thanks a lot for your kind help.
i tried both your suggestions with some success , but i'm not quite there yet.
i attached an example patch providing both methods and problems.
basically [curve3d] works well, with a minor issue that can be worked around. though i don't understand why it's there.
the issue is that the applied texture is rotated by 90°. i tried several things to correct it ([pix_flip], [pix_coordinate]) but they all messed up the texture.
========================================================================
the vertex-shader approach of jack produces the shape i was looking for, but unfortunately doesn't allow texture mapping. or at least i wasn't able to figure out how to do it.
thanks for any further thoughts ...
best
oliver
Pd-list@lists.iem.at mailing list UNSUBSCRIBE and account-management -> https://lists.puredata.info/listinfo/pd-list
Jack wrote:
Hello,
See the new version attached to use a texture.
thanks a bunch, jack ! you're a hero ! (still trying to figure out the shader language magic ...)
that's fantastic ! now (with cyrill's method and yours) i got two working solutions for my problem :-)
hugs & kisses !
oliver