Re: [PD] porting vade shaders collection to Pd

2012-01-03 Thread cyrille henry



Le 30/12/2011 12:59, Marco Donnarumma a écrit :

ok,
what's the correct way to update the help-files?

Just edit them and submit somewhere?

yes.
but please use the gem-dev mailing list for discussion about gem development.

Cheers
Cyrille





cheers,
M


On Tue, Dec 27, 2011 at 11:12 PM, cyrille henry c...@chnry.net 
mailto:c...@chnry.net wrote:



Le 27/12/2011 14:44, Marco Donnarumma a écrit :

Hi Guido, Cyrille,

thanks for bringing the discussion further.
Actually Guido, I think I read you on the Pd forum few days ago and 
checked your patches too, nice work.

As for the documentation.
Personally, a great part of my first attempts at working with glsl in 
Pd were completely mined by the absence of a wrapper object for the glsl 
compilation; the lack of a [pix_shader] or [a_shad] for instance. It would be 
useful to have [pix_shader] included in GEM.
It might sound silly, but as Guido mentioned, getting a shader to work 
it's a much of a trial-and-error exercise.
Thus, in my experience, it took a lot of time to figure out where to 
look for bugs or problems.

I needed to study glsl (obviously) to start understanding; but I 
believe that users would benefit from the inclusion of some initial, basic 
information within the glsl help patches. For example, shader with rectangular 
textures won't work if you don't switch the [pix_texture] mode adequately.
This is not explained anywhere in Pd, and, yes, of course you can 
getting to it by learning with on-line resources, but it would be far easier to 
place a [comment] somewhere in the Pd patch. (I don't think it's there already, 
but please tell me if so.).

this is what the 1st example do explain.
at least, i thought it does. maybe it should be a bit more verbose.




Shortly, imho the present glsl help are very complex for a noob because:
_there isn't an official wrapper, so the loading/compilation process 
is visible and appears quite confusing.

wow. this is strange for me. I always do a copy/paste.
anyway, there is now a _glsl abstraction since i use it for the 14th 
example.
other examples can be update to use it.



_uniforms and how to control them from a Pd patch are not explained 
anywhere (within Pd)

this is used (but not explain) in most example.
i believed an example is better than text, but it look like i'm wrong.




_basic and clear info about getting a new shader to work in Pd are 
missing

you just have to imitate the basic example...



of course, the whole glsl thing is complex and need further study 
anyway, but it would be awesome to inform the glsl in GEM with the stuff above.

feel free to update help and examples.
i thought it was clear. examples provide the information i wish i had 
before creating them...

cheers
Cyrille



M




On Tue, Dec 27, 2011 at 2:10 PM, cyrille henry c...@chnry.net mailto:c...@chnry.net 
mailto:c...@chnry.net mailto:c...@chnry.net wrote:



Le 27/12/2011 13:02, Guido Tamino a écrit :

Hello,

actually the [pix_shader] abstraction comes from a depth of 
field simulation I made with glsl/gem a while ago. Download link, documentation 
and demo video are available at the link below. If anyone wants to try it out, 
the depth of field patch is pretty self-explainatory and should work just out 
of the box.
http://vimeo.com/30188933

Before being swamped with work I was interested in porting Vade 
shaders and other glsl stuff to PD. I implemented his blur shaders (motion 
blur, zoom blur and fast blur) and they all seems to work fine but a lot of 
work has to be done before using them as solid generic effects.
http://guidotamino.it/download/glslBlur.zip 
http://guidotamino.it/__download/glslBlur.zip 
http://guidotamino.it/__download/glslBlur.zip 
http://guidotamino.it/download/glslBlur.zip


A couple months ago I opened a discussion with Cyrille on the 
theme but we were both too busy with work to fully dive into the subject.

since then, i made a good triangle blur shader to work with a 
modified version of guildo patch.
i commit everything as a gem example yesterday.


In the meanwhile I played around with the optical flow 
experiments by the jitter community with nice results, a demo could be seen 
here:
http://vimeo.com/30517302

nice.



I'm definetely interested in developing a set of glsl wrappers 
to make the whole thing easier for a beginner. I am a beginner myself and I had 
some tough times trying to figure out things like how to multipass glsl effects 
or how to feed multiple textures to a shader. This kind of stuff is almost 
undocumented and needs a lot of trial and error in order to be understood.

there are few multipass example in 

Re: [PD] porting vade shaders collection to Pd

2012-01-03 Thread Marco Donnarumma
Thanks Cyrille,

Ok, will move on the gem-dev.

M




On Tue, Jan 3, 2012 at 11:31 AM, cyrille henry c...@chnry.net wrote:



 Le 30/12/2011 12:59, Marco Donnarumma a écrit :

  ok,
 what's the correct way to update the help-files?

 Just edit them and submit somewhere?

 yes.
 but please use the gem-dev mailing list for discussion about gem
 development.

 Cheers
 Cyrille




 cheers,
 M



 On Tue, Dec 27, 2011 at 11:12 PM, cyrille henry c...@chnry.net mailto:
 c...@chnry.net wrote:



Le 27/12/2011 14:44, Marco Donnarumma a écrit :

Hi Guido, Cyrille,

thanks for bringing the discussion further.
Actually Guido, I think I read you on the Pd forum few days ago
 and checked your patches too, nice work.

As for the documentation.
Personally, a great part of my first attempts at working with glsl
 in Pd were completely mined by the absence of a wrapper object for the glsl
 compilation; the lack of a [pix_shader] or [a_shad] for instance. It would
 be useful to have [pix_shader] included in GEM.
It might sound silly, but as Guido mentioned, getting a shader to
 work it's a much of a trial-and-error exercise.
Thus, in my experience, it took a lot of time to figure out where
 to look for bugs or problems.

I needed to study glsl (obviously) to start understanding; but I
 believe that users would benefit from the inclusion of some initial, basic
 information within the glsl help patches. For example, shader with
 rectangular textures won't work if you don't switch the [pix_texture] mode
 adequately.
This is not explained anywhere in Pd, and, yes, of course you can
 getting to it by learning with on-line resources, but it would be far
 easier to place a [comment] somewhere in the Pd patch. (I don't think it's
 there already, but please tell me if so.).

this is what the 1st example do explain.
at least, i thought it does. maybe it should be a bit more verbose.




Shortly, imho the present glsl help are very complex for a noob
 because:
_there isn't an official wrapper, so the loading/compilation
 process is visible and appears quite confusing.

wow. this is strange for me. I always do a copy/paste.
anyway, there is now a _glsl abstraction since i use it for the 14th
 example.
other examples can be update to use it.



_uniforms and how to control them from a Pd patch are not
 explained anywhere (within Pd)

this is used (but not explain) in most example.
i believed an example is better than text, but it look like i'm wrong.




_basic and clear info about getting a new shader to work in Pd are
 missing

you just have to imitate the basic example...



of course, the whole glsl thing is complex and need further study
 anyway, but it would be awesome to inform the glsl in GEM with the stuff
 above.

feel free to update help and examples.
i thought it was clear. examples provide the information i wish i had
 before creating them...

cheers
Cyrille



M




On Tue, Dec 27, 2011 at 2:10 PM, cyrille henry c...@chnry.netmailto:
 c...@chnry.net mailto:c...@chnry.net mailto:c...@chnry.net wrote:



Le 27/12/2011 13:02, Guido Tamino a écrit :

Hello,

actually the [pix_shader] abstraction comes from a depth
 of field simulation I made with glsl/gem a while ago. Download link,
 documentation and demo video are available at the link below. If anyone
 wants to try it out, the depth of field patch is pretty self-explainatory
 and should work just out of the box.
http://vimeo.com/30188933

Before being swamped with work I was interested in porting
 Vade shaders and other glsl stuff to PD. I implemented his blur shaders
 (motion blur, zoom blur and fast blur) and they all seems to work fine but
 a lot of work has to be done before using them as solid generic effects.

 http://guidotamino.it/**download/glslBlur.ziphttp://guidotamino.it/download/glslBlur.zip
 http://guidotamino.it/__**download/glslBlur.ziphttp://guidotamino.it/__download/glslBlur.zip
 http://guidotamino.it/__**download/glslBlur.ziphttp://guidotamino.it/__download/glslBlur.zip
 http://guidotamino.it/**download/glslBlur.ziphttp://guidotamino.it/download/glslBlur.zip
 



A couple months ago I opened a discussion with Cyrille on
 the theme but we were both too busy with work to fully dive into the
 subject.

since then, i made a good triangle blur shader to work with
 a modified version of guildo patch.
i commit everything as a gem example yesterday.


In the meanwhile I played around with the optical flow
 experiments by the jitter community with nice results, a demo could be seen
 here:
http://vimeo.com/30517302

nice.



I'm definetely interested in developing a set of glsl
 wrappers to make the whole thing 

Re: [PD] porting vade shaders collection to Pd

2011-12-30 Thread Marco Donnarumma
ok,
what's the correct way to update the help-files?

Just edit them and submit somewhere?

cheers,
M


On Tue, Dec 27, 2011 at 11:12 PM, cyrille henry c...@chnry.net wrote:



 Le 27/12/2011 14:44, Marco Donnarumma a écrit :

  Hi Guido, Cyrille,

 thanks for bringing the discussion further.
 Actually Guido, I think I read you on the Pd forum few days ago and
 checked your patches too, nice work.

 As for the documentation.
 Personally, a great part of my first attempts at working with glsl in Pd
 were completely mined by the absence of a wrapper object for the glsl
 compilation; the lack of a [pix_shader] or [a_shad] for instance. It would
 be useful to have [pix_shader] included in GEM.
 It might sound silly, but as Guido mentioned, getting a shader to work
 it's a much of a trial-and-error exercise.
 Thus, in my experience, it took a lot of time to figure out where to look
 for bugs or problems.

 I needed to study glsl (obviously) to start understanding; but I believe
 that users would benefit from the inclusion of some initial, basic
 information within the glsl help patches. For example, shader with
 rectangular textures won't work if you don't switch the [pix_texture] mode
 adequately.
 This is not explained anywhere in Pd, and, yes, of course you can getting
 to it by learning with on-line resources, but it would be far easier to
 place a [comment] somewhere in the Pd patch. (I don't think it's there
 already, but please tell me if so.).

 this is what the 1st example do explain.
 at least, i thought it does. maybe it should be a bit more verbose.




 Shortly, imho the present glsl help are very complex for a noob because:
 _there isn't an official wrapper, so the loading/compilation process is
 visible and appears quite confusing.

 wow. this is strange for me. I always do a copy/paste.
 anyway, there is now a _glsl abstraction since i use it for the 14th
 example.
 other examples can be update to use it.



  _uniforms and how to control them from a Pd patch are not explained
 anywhere (within Pd)

 this is used (but not explain) in most example.
 i believed an example is better than text, but it look like i'm wrong.




  _basic and clear info about getting a new shader to work in Pd are missing

 you just have to imitate the basic example...



 of course, the whole glsl thing is complex and need further study anyway,
 but it would be awesome to inform the glsl in GEM with the stuff above.

 feel free to update help and examples.
 i thought it was clear. examples provide the information i wish i had
 before creating them...

 cheers
 Cyrille



 M




 On Tue, Dec 27, 2011 at 2:10 PM, cyrille henry c...@chnry.net mailto:
 c...@chnry.net wrote:



Le 27/12/2011 13:02, Guido Tamino a écrit :

Hello,

actually the [pix_shader] abstraction comes from a depth of field
 simulation I made with glsl/gem a while ago. Download link, documentation
 and demo video are available at the link below. If anyone wants to try it
 out, the depth of field patch is pretty self-explainatory and should work
 just out of the box.
http://vimeo.com/30188933

Before being swamped with work I was interested in porting Vade
 shaders and other glsl stuff to PD. I implemented his blur shaders (motion
 blur, zoom blur and fast blur) and they all seems to work fine but a lot of
 work has to be done before using them as solid generic effects.

 http://guidotamino.it/__**download/glslBlur.ziphttp://guidotamino.it/__download/glslBlur.zip
 http://guidotamino.it/**download/glslBlur.ziphttp://guidotamino.it/download/glslBlur.zip
 


A couple months ago I opened a discussion with Cyrille on the
 theme but we were both too busy with work to fully dive into the subject.

since then, i made a good triangle blur shader to work with a
 modified version of guildo patch.
i commit everything as a gem example yesterday.


In the meanwhile I played around with the optical flow experiments
 by the jitter community with nice results, a demo could be seen here:
http://vimeo.com/30517302

nice.



I'm definetely interested in developing a set of glsl wrappers to
 make the whole thing easier for a beginner. I am a beginner myself and I
 had some tough times trying to figure out things like how to multipass glsl
 effects or how to feed multiple textures to a shader. This kind of stuff is
 almost undocumented and needs a lot of trial and error in order to be
 understood.

there are few multipass example in gem.
I try to make 1 example for each technical possibility.
nothing is fully documented, but i think everything is documented.
at least, everything that i'm aware of. (i was also a glsl noob before
 making gem examples...)

do you think that more multipass example are needed?
or is it just that since it's complex, it need time to be fully
 understood?

cheer
Cyrille

Best,
Guido

Il giorno 27/dic/2011, 

Re: [PD] porting vade shaders collection to Pd

2011-12-27 Thread Pierre-Olivier Boulant

Hi,

Marco, have a look at this thread you might find some stuff already 
being ported.

http://codelab.fr/2897

Cheers
Pierre-Olivier

On 27/12/2011 10:36, Marco Donnarumma wrote:

Hi all,

while studying glsl (after attending Cyrille's workshop at the PdCon), 
I'm porting Vade's collection of shaders [1] to Pd,

and I only need to know I'm not reinventing the wheel.

I'm creating a glsl-help-files lib, based on the [pix_shader] wrap by 
Cyrille; adding ready made patches for diverse shaders and briefly 
explaining while some work out of the box and some others not.
It could be useful to have such documentation in Pd, as the glsl topic 
is not covered in depth, or at least not enough for a noob in this 
field as myself.


I recall Marius was doing something similar, but I'm not sure how the 
project ended up.


[1] http://001.vade.info/?page_id=20



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Re: [PD] porting vade shaders collection to Pd

2011-12-27 Thread Marco Donnarumma
p.s. I could gladly contribute to the extension of the glsl help files.

M


On Tue, Dec 27, 2011 at 2:44 PM, Marco Donnarumma de...@thesaddj.comwrote:

 Hi Guido, Cyrille,

 thanks for bringing the discussion further.
 Actually Guido, I think I read you on the Pd forum few days ago and
 checked your patches too, nice work.

 As for the documentation.
 Personally, a great part of my first attempts at working with glsl in Pd
 were completely mined by the absence of a wrapper object for the glsl
 compilation; the lack of a [pix_shader] or [a_shad] for instance. It would
 be useful to have [pix_shader] included in GEM.
 It might sound silly, but as Guido mentioned, getting a shader to work
 it's a much of a trial-and-error exercise.
 Thus, in my experience, it took a lot of time to figure out where to look
 for bugs or problems.

 I needed to study glsl (obviously) to start understanding; but I believe
 that users would benefit from the inclusion of some initial, basic
 information within the glsl help patches. For example, shader with
 rectangular textures won't work if you don't switch the [pix_texture] mode
 adequately.
 This is not explained anywhere in Pd, and, yes, of course you can getting
 to it by learning with on-line resources, but it would be far easier to
 place a [comment] somewhere in the Pd patch. (I don't think it's there
 already, but please tell me if so.).

 Shortly, imho the present glsl help are very complex for a noob because:
 _there isn't an official wrapper, so the loading/compilation process is
 visible and appears quite confusing.
 _uniforms and how to control them from a Pd patch are not explained
 anywhere (within Pd)
 _basic and clear info about getting a new shader to work in Pd are missing

 of course, the whole glsl thing is complex and need further study anyway,
 but it would be awesome to inform the glsl in GEM with the stuff above.

 M



 On Tue, Dec 27, 2011 at 2:10 PM, cyrille henry c...@chnry.net wrote:



 Le 27/12/2011 13:02, Guido Tamino a écrit :

  Hello,

 actually the [pix_shader] abstraction comes from a depth of field
 simulation I made with glsl/gem a while ago. Download link, documentation
 and demo video are available at the link below. If anyone wants to try it
 out, the depth of field patch is pretty self-explainatory and should work
 just out of the box.
 http://vimeo.com/30188933

 Before being swamped with work I was interested in porting Vade shaders
 and other glsl stuff to PD. I implemented his blur shaders (motion blur,
 zoom blur and fast blur) and they all seems to work fine but a lot of work
 has to be done before using them as solid generic effects.
 http://guidotamino.it/**download/glslBlur.ziphttp://guidotamino.it/download/glslBlur.zip

 A couple months ago I opened a discussion with Cyrille on the theme but
 we were both too busy with work to fully dive into the subject.

 since then, i made a good triangle blur shader to work with a modified
 version of guildo patch.
 i commit everything as a gem example yesterday.


  In the meanwhile I played around with the optical flow experiments by
 the jitter community with nice results, a demo could be seen here:
 http://vimeo.com/30517302

 nice.



 I'm definetely interested in developing a set of glsl wrappers to make
 the whole thing easier for a beginner. I am a beginner myself and I had
 some tough times trying to figure out things like how to multipass glsl
 effects or how to feed multiple textures to a shader. This kind of stuff is
 almost undocumented and needs a lot of trial and error in order to be
 understood.

  there are few multipass example in gem.
 I try to make 1 example for each technical possibility.
 nothing is fully documented, but i think everything is documented.
 at least, everything that i'm aware of. (i was also a glsl noob before
 making gem examples...)

 do you think that more multipass example are needed?
 or is it just that since it's complex, it need time to be fully
 understood?

 cheer
 Cyrille

  Best,
 Guido

 Il giorno 27/dic/2011, alle ore 11.22, philippe boisnard ha scritto:

  Hello

 We have worked in codelab french forum about that since one month :
 I give you the first test-lib that I have created :
 a_shader-tr.zip
 [a_cons] is a usefull abstract to create box of variables.

 2 exemples with multipass of texture
 http://t-pas-net.com/videos/**test_multi_shad.movhttp://t-pas-net.com/videos/test_multi_shad.mov
 http://vimeo.com/33974266

 Yet, I adapt GLSL. system of particules with pmpd.
 http://t-pas-net.com/videos/**fragGLSLtest5.movhttp://t-pas-net.com/videos/fragGLSLtest5.mov
 http://t-pas-net.com/videos/**testGLSL_pmpd.flvhttp://t-pas-net.com/videos/testGLSL_pmpd.flv

 :-)

 p

 Le 27 déc. 2011 à 10:36, Marco Donnarumma a écrit :

  Hi all,

 while studying glsl (after attending Cyrille's workshop at the PdCon),
 I'm porting Vade's collection of shaders [1] to Pd,
 and I only need to know I'm not reinventing the wheel.

 I'm creating a 

Re: [PD] porting vade shaders collection to Pd

2011-12-27 Thread Guido Tamino
Hello,

actually the [pix_shader] abstraction comes from a depth of field simulation I 
made with glsl/gem a while ago. Download link, documentation and demo video are 
available at the link below. If anyone wants to try it out, the depth of field 
patch is pretty self-explainatory and should work just out of the box.
http://vimeo.com/30188933

Before being swamped with work I was interested in porting Vade shaders and 
other glsl stuff to PD. I implemented his blur shaders (motion blur, zoom blur 
and fast blur) and they all seems to work fine but a lot of work has to be done 
before using them as solid generic effects. 
http://guidotamino.it/download/glslBlur.zip

A couple months ago I opened a discussion with Cyrille on the theme but we were 
both too busy with work to fully dive into the subject. In the meanwhile I 
played around with the optical flow experiments by the jitter community with 
nice results, a demo could be seen here: 
http://vimeo.com/30517302

I'm definetely interested in developing a set of glsl wrappers to make the 
whole thing easier for a beginner. I am a beginner myself and I had some tough 
times trying to figure out things like how to multipass glsl effects or how to 
feed multiple textures to a shader. This kind of stuff is almost undocumented 
and needs a lot of trial and error in order to be understood.

Best,
Guido

Il giorno 27/dic/2011, alle ore 11.22, philippe boisnard ha scritto:

 Hello
 
 We have worked in codelab french forum about that since one month : 
 I give you the first test-lib that I have created : 
 a_shader-tr.zip
 [a_cons] is a usefull abstract to create box of variables.
 
 2 exemples with multipass of texture
 http://t-pas-net.com/videos/test_multi_shad.mov
 http://vimeo.com/33974266
 
 Yet, I adapt GLSL. system of particules with pmpd.
 http://t-pas-net.com/videos/fragGLSLtest5.mov
 http://t-pas-net.com/videos/testGLSL_pmpd.flv
 
 :-)
 
 p
 
 Le 27 déc. 2011 à 10:36, Marco Donnarumma a écrit :
 
 Hi all,
 
 while studying glsl (after attending Cyrille's workshop at the PdCon), I'm 
 porting Vade's collection of shaders [1] to Pd, 
 and I only need to know I'm not reinventing the wheel.
 
 I'm creating a glsl-help-files lib, based on the [pix_shader] wrap by 
 Cyrille; adding ready made patches for diverse shaders and briefly 
 explaining while some work out of the box and some others not.
 It could be useful to have such documentation in Pd, as the glsl topic is 
 not covered in depth, or at least not enough for a noob in this field as 
 myself.
 
 I recall Marius was doing something similar, but I'm not sure how the 
 project ended up.
 
 [1] http://001.vade.info/?page_id=20
 
 
 -- 
 Marco Donnarumma
 Independent New Media and Sonic Arts Practitioner, Performer, Teacher
 ACE, Sound Design MSc by Research (ongoing)
 The University of Edinburgh, UK
 ~
 Portfolio: http://marcodonnarumma.com
 Research: http://res.marcodonnarumma.com | http://www.thesaddj.com | 
 http://www.flxer.net
 Director: http://www.liveperformersmeeting.net
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[PD] porting vade shaders collection to Pd

2011-12-27 Thread Marco Donnarumma
Hi all,

while studying glsl (after attending Cyrille's workshop at the PdCon), I'm
porting Vade's collection of shaders [1] to Pd,
and I only need to know I'm not reinventing the wheel.

I'm creating a glsl-help-files lib, based on the [pix_shader] wrap by
Cyrille; adding ready made patches for diverse shaders and briefly
explaining while some work out of the box and some others not.
It could be useful to have such documentation in Pd, as the glsl topic is
not covered in depth, or at least not enough for a noob in this field as
myself.

I recall Marius was doing something similar, but I'm not sure how the
project ended up.

[1] http://001.vade.info/?page_id=20


-- 
Marco Donnarumma
Independent New Media and Sonic Arts Practitioner, Performer, Teacher
ACE, Sound Design MSc by Research (ongoing)
The University of Edinburgh, UK
~
Portfolio: http://marcodonnarumma.com
Research: http://res.marcodonnarumma.com | http://www.thesaddj.com |
http://www.flxer.net
Director: http://www.liveperformersmeeting.net
___
Pd-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


Re: [PD] porting vade shaders collection to Pd

2011-12-27 Thread Marco Donnarumma
Thanks Philippe and Pierre,

Cool, so i don't have to re-invent the wheel.
I'll do my work anyway, but it's good to know you're working already on a
lib to be released.

I'm also implementing shaders with pmpd, quite fun.

thanks,
cheers,
Marco



On Tue, Dec 27, 2011 at 11:22 AM, philippe boisnard philem...@mac.comwrote:

 Hello

 We have worked in codelab french forum about that since one month :
 I give you the first test-lib that I have created :

 [a_cons] is a usefull abstract to create box of variables.

 2 exemples with multipass of texture
 http://t-pas-net.com/videos/test_multi_shad.mov
 http://vimeo.com/33974266

 Yet, I adapt GLSL. system of particules with pmpd.
 http://t-pas-net.com/videos/fragGLSLtest5.mov
 http://t-pas-net.com/videos/testGLSL_pmpd.flv

 :-)

 p

 Le 27 déc. 2011 à 10:36, Marco Donnarumma a écrit :

 Hi all,

 while studying glsl (after attending Cyrille's workshop at the PdCon), I'm
 porting Vade's collection of shaders [1] to Pd,
 and I only need to know I'm not reinventing the wheel.

 I'm creating a glsl-help-files lib, based on the [pix_shader] wrap by
 Cyrille; adding ready made patches for diverse shaders and briefly
 explaining while some work out of the box and some others not.
 It could be useful to have such documentation in Pd, as the glsl topic is
 not covered in depth, or at least not enough for a noob in this field as
 myself.

 I recall Marius was doing something similar, but I'm not sure how the
 project ended up.

 [1] http://001.vade.info/?page_id=20


 --
 Marco Donnarumma
 Independent New Media and Sonic Arts Practitioner, Performer, Teacher
 ACE, Sound Design MSc by Research (ongoing)
 The University of Edinburgh, UK
 ~
 Portfolio: http://marcodonnarumma.com
 Research: http://res.marcodonnarumma.com | http://www.thesaddj.com |
 http://www.flxer.net
 Director: http://www.liveperformersmeeting.net
  ___
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Marco Donnarumma
Independent New Media and Sonic Arts Practitioner, Performer, Teacher
ACE, Sound Design MSc by Research (ongoing)
The University of Edinburgh, UK
~
Portfolio: http://marcodonnarumma.com
Research: http://res.marcodonnarumma.com | http://www.thesaddj.com |
http://www.flxer.net
Director: http://www.liveperformersmeeting.net
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Re: [PD] porting vade shaders collection to Pd

2011-12-27 Thread cyrille henry



Le 27/12/2011 13:02, Guido Tamino a écrit :

Hello,

actually the [pix_shader] abstraction comes from a depth of field simulation I 
made with glsl/gem a while ago. Download link, documentation and demo video are 
available at the link below. If anyone wants to try it out, the depth of field 
patch is pretty self-explainatory and should work just out of the box.
http://vimeo.com/30188933

Before being swamped with work I was interested in porting Vade shaders and 
other glsl stuff to PD. I implemented his blur shaders (motion blur, zoom blur 
and fast blur) and they all seems to work fine but a lot of work has to be done 
before using them as solid generic effects.
http://guidotamino.it/download/glslBlur.zip

A couple months ago I opened a discussion with Cyrille on the theme but we were 
both too busy with work to fully dive into the subject.

since then, i made a good triangle blur shader to work with a modified 
version of guildo patch.
i commit everything as a gem example yesterday.


In the meanwhile I played around with the optical flow experiments by the 
jitter community with nice results, a demo could be seen here:
http://vimeo.com/30517302

nice.



I'm definetely interested in developing a set of glsl wrappers to make the 
whole thing easier for a beginner. I am a beginner myself and I had some tough 
times trying to figure out things like how to multipass glsl effects or how to 
feed multiple textures to a shader. This kind of stuff is almost undocumented 
and needs a lot of trial and error in order to be understood.


there are few multipass example in gem.
I try to make 1 example for each technical possibility.
nothing is fully documented, but i think everything is documented.
at least, everything that i'm aware of. (i was also a glsl noob before making 
gem examples...)

do you think that more multipass example are needed?
or is it just that since it's complex, it need time to be fully understood?

cheer
Cyrille


Best,
Guido

Il giorno 27/dic/2011, alle ore 11.22, philippe boisnard ha scritto:


Hello

We have worked in codelab french forum about that since one month :
I give you the first test-lib that I have created :
a_shader-tr.zip
[a_cons] is a usefull abstract to create box of variables.

2 exemples with multipass of texture
http://t-pas-net.com/videos/test_multi_shad.mov
http://vimeo.com/33974266

Yet, I adapt GLSL. system of particules with pmpd.
http://t-pas-net.com/videos/fragGLSLtest5.mov
http://t-pas-net.com/videos/testGLSL_pmpd.flv

:-)

p

Le 27 déc. 2011 à 10:36, Marco Donnarumma a écrit :


Hi all,

while studying glsl (after attending Cyrille's workshop at the PdCon), I'm 
porting Vade's collection of shaders [1] to Pd,
and I only need to know I'm not reinventing the wheel.

I'm creating a glsl-help-files lib, based on the [pix_shader] wrap by Cyrille; 
adding ready made patches for diverse shaders and briefly explaining while some 
work out of the box and some others not.
It could be useful to have such documentation in Pd, as the glsl topic is not 
covered in depth, or at least not enough for a noob in this field as myself.

I recall Marius was doing something similar, but I'm not sure how the project 
ended up.

[1] http://001.vade.info/?page_id=20


--
Marco Donnarumma
Independent New Media and Sonic Arts Practitioner, Performer, Teacher
ACE, Sound Design MSc by Research (ongoing)
The University of Edinburgh, UK
~
Portfolio: http://marcodonnarumma.com http://marcodonnarumma.com/
Research: http://res.marcodonnarumma.com http://res.marcodonnarumma.com/ | 
http://www.thesaddj.com http://www.thesaddj.com/ | http://www.flxer.net 
http://www.flxer.net/
Director: http://www.liveperformersmeeting.net 
http://www.liveperformersmeeting.net/
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Re: [PD] porting vade shaders collection to Pd

2011-12-27 Thread cyrille henry



Le 27/12/2011 14:44, Marco Donnarumma a écrit :

Hi Guido, Cyrille,

thanks for bringing the discussion further.
Actually Guido, I think I read you on the Pd forum few days ago and checked 
your patches too, nice work.

As for the documentation.
Personally, a great part of my first attempts at working with glsl in Pd were 
completely mined by the absence of a wrapper object for the glsl compilation; 
the lack of a [pix_shader] or [a_shad] for instance. It would be useful to have 
[pix_shader] included in GEM.
It might sound silly, but as Guido mentioned, getting a shader to work it's a 
much of a trial-and-error exercise.
Thus, in my experience, it took a lot of time to figure out where to look for 
bugs or problems.

I needed to study glsl (obviously) to start understanding; but I believe that 
users would benefit from the inclusion of some initial, basic information 
within the glsl help patches. For example, shader with rectangular textures 
won't work if you don't switch the [pix_texture] mode adequately.
This is not explained anywhere in Pd, and, yes, of course you can getting to it 
by learning with on-line resources, but it would be far easier to place a 
[comment] somewhere in the Pd patch. (I don't think it's there already, but 
please tell me if so.).

this is what the 1st example do explain.
at least, i thought it does. maybe it should be a bit more verbose.




Shortly, imho the present glsl help are very complex for a noob because:
_there isn't an official wrapper, so the loading/compilation process is 
visible and appears quite confusing.

wow. this is strange for me. I always do a copy/paste.
anyway, there is now a _glsl abstraction since i use it for the 14th example.
other examples can be update to use it.



_uniforms and how to control them from a Pd patch are not explained anywhere 
(within Pd)

this is used (but not explain) in most example.
i believed an example is better than text, but it look like i'm wrong.




_basic and clear info about getting a new shader to work in Pd are missing

you just have to imitate the basic example...



of course, the whole glsl thing is complex and need further study anyway, but 
it would be awesome to inform the glsl in GEM with the stuff above.

feel free to update help and examples.
i thought it was clear. examples provide the information i wish i had before 
creating them...

cheers
Cyrille




M



On Tue, Dec 27, 2011 at 2:10 PM, cyrille henry c...@chnry.net 
mailto:c...@chnry.net wrote:



Le 27/12/2011 13:02, Guido Tamino a écrit :

Hello,

actually the [pix_shader] abstraction comes from a depth of field 
simulation I made with glsl/gem a while ago. Download link, documentation and 
demo video are available at the link below. If anyone wants to try it out, the 
depth of field patch is pretty self-explainatory and should work just out of 
the box.
http://vimeo.com/30188933

Before being swamped with work I was interested in porting Vade shaders 
and other glsl stuff to PD. I implemented his blur shaders (motion blur, zoom 
blur and fast blur) and they all seems to work fine but a lot of work has to be 
done before using them as solid generic effects.
http://guidotamino.it/__download/glslBlur.zip 
http://guidotamino.it/download/glslBlur.zip

A couple months ago I opened a discussion with Cyrille on the theme but 
we were both too busy with work to fully dive into the subject.

since then, i made a good triangle blur shader to work with a modified 
version of guildo patch.
i commit everything as a gem example yesterday.


In the meanwhile I played around with the optical flow experiments by 
the jitter community with nice results, a demo could be seen here:
http://vimeo.com/30517302

nice.



I'm definetely interested in developing a set of glsl wrappers to make 
the whole thing easier for a beginner. I am a beginner myself and I had some 
tough times trying to figure out things like how to multipass glsl effects or 
how to feed multiple textures to a shader. This kind of stuff is almost 
undocumented and needs a lot of trial and error in order to be understood.

there are few multipass example in gem.
I try to make 1 example for each technical possibility.
nothing is fully documented, but i think everything is documented.
at least, everything that i'm aware of. (i was also a glsl noob before 
making gem examples...)

do you think that more multipass example are needed?
or is it just that since it's complex, it need time to be fully understood?

cheer
Cyrille

Best,
Guido

Il giorno 27/dic/2011, alle ore 11.22, philippe boisnard ha scritto:

Hello

We have worked in codelab french forum about that since one month :
I give you the first test-lib that I have created :
a_shader-tr.zip
[a_cons] is a usefull abstract to create box of variables.