On Sun, Nov 7, 2010 at 10:27 AM, Christoph Kluxen <[email protected]> wrote:

> Thanks George,
>
> As most if I ask a question I come to another, so I`m learning the Iterator
> now, there are variables with an set offset. I read some of your older mails
> (talking mainly to yourself).
>


Ha! That sounds so sad. There have been a few times that I've posted to list
about some things that are basically buggy; like the fact that normals with
the mesh creator is wonky, volume mode doesn't work, shadow option in
lighting is broken, some openCL and iterator bugs.

Some of those "threads" have gone unanswered because there really aren't any
answers. Even at points where it's been obvious that no one knows what the
heck I'm talking about, I've posted follows ups of my findings for people's
future reference.



> Ah, hell I don`t know what it has to do with the patch time and how to
> control the iterator variables over time and their position.
> I´m sure it will bring me to a third question, perhaps.
>
> I have to dig further...
>
> thanx _______________________________________________


Think of the Iterator like this; you have one object, and you want to render
a bunch of what is essentially that one object.

Let's use a Sprite for example.

In order to render multiples of this Sprite, one can take a shortcut. First,
imagine all the things that object does over the course of one second. If
it's connected to nothing, it just sits there. However, if you've connected
it to Interpolation, LFO's, or other objects, that Sprite's input ports have
different values over the course of that second.

So, if I move a sprite from -1 to 1 X translation, with an Interpolation,
repeat set to none; I see it move from point A to point B, and I see one of
them.

I put this in an Iterator, and set it to 5. I connect time base of the
Interpolation to the Current Position value supplied by Iterator Variables.
Now, I will see a Sprite placed at position -1, -.25, 0, .25, and 1; I see
where the sprite would be if I was to take a snapshot of it at 0, .25, .5 ,
.75 and 1 seconds in time, all simultaneously. So, the iterator is rendering
all of these slices of time at once.

Hopefully that helps explain Iteration in general terms.

The Current Index is associated with each of those time slices/iterations.
So, one can use it and Conditional, or math, to produce true values that
manipulate only certain Iterations by using the Conditional output to toggle
Multiplexers that are connected to the iterated object.

-GT




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-- 
George Toledo
[email protected]
www.georgetoledo.com

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