[PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin
Hi all, I have a 1900 x 800 gemwin. I render a few geos on a big [sphere] and a pmpd system on top of it. I'd need some cpu-friendly motion blur and glow effects on everything rendered in the gemwin. My strategy so far has been to split the final rendering into two 800x800 squares. That is: I have two [snap2tex] snapping two separate [gemwin -1] onto two [square]. One [snap2tex] has 0 0 offset, and the other has 800 0 offset. Then, by modulating the opacity of [colorRGB] for the 2 squares I can get motion blur effect. This works fine, but the same splitting strategy doesn't work for shaders. If I apply a shader to the two [square] the coordinate of the texture are all mixed up. Also, when applying the shaders the cpu go up +30%, whereas [snap2 tex] takes way less resources. is that normal? What's the best way to go here? thanks! best, -- Marco Donnarumma New Media + Sonic Arts Practitioner, Performer, Teacher, Director. Embodied Audio-Visual Interaction Research Team. Department of Computing, Goldsmiths University of London ~ Portfolio: http://marcodonnarumma.com Research: http://res.marcodonnarumma.com Director: http://www.liveperformersmeeting.net ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin
hello Marco, better than snap2tex, you can use rendering in framebuffer. The framebuffer can directly be rendered as a texture, no snapping is needed. i did not understand the way you make your motion blur. I usually have my model to run at a frequency 5 or 10 time faster than the rendering. then, you can just render 10 primitives for every image... or make 10 rendering per frame, and average them in the final render. cheers c Le 05/11/2013 12:08, Marco Donnarumma a écrit : Hi all, I have a 1900 x 800 gemwin. I render a few geos on a big [sphere] and a pmpd system on top of it. I'd need some cpu-friendly motion blur and glow effects on everything rendered in the gemwin. My strategy so far has been to split the final rendering into two 800x800 squares. That is: I have two [snap2tex] snapping two separate [gemwin -1] onto two [square]. One [snap2tex] has 0 0 offset, and the other has 800 0 offset. Then, by modulating the opacity of [colorRGB] for the 2 squares I can get motion blur effect. This works fine, but the same splitting strategy doesn't work for shaders. If I apply a shader to the two [square] the coordinate of the texture are all mixed up. Also, when applying the shaders the cpu go up +30%, whereas [snap2 tex] takes way less resources. is that normal? What's the best way to go here? thanks! best, -- Marco Donnarumma New Media + Sonic Arts Practitioner, Performer, Teacher, Director. Embodied Audio-Visual Interaction Research Team. Department of Computing, Goldsmiths University of London ~ Portfolio: http://marcodonnarumma.com Research: http://res.marcodonnarumma.com Director: http://www.liveperformersmeeting.net ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin
Hi Cyrille, ok, I now managed to use gemframebuffer in a smaller test patch. For some reason, in my larger patch it crashes everytime I connect it to the pmpd system. Had to use [scaleXYZ 0.5 1 1] to fit the rectangular dimension of the gemwin. Could you explain a little more how you achieve the motion blur? i.e. what do you mean with just render 10 primitives for every image...? thanks! M -- Marco Donnarumma New Media + Sonic Arts Practitioner, Performer, Teacher, Director. Embodied Audio-Visual Interaction Research Team. Department of Computing, Goldsmiths University of London ~ Portfolio: http://marcodonnarumma.com Research: http://res.marcodonnarumma.com Director: http://www.liveperformersmeeting.net On Tue, Nov 5, 2013 at 11:35 AM, Cyrille Henry c...@chnry.net wrote: hello Marco, better than snap2tex, you can use rendering in framebuffer. The framebuffer can directly be rendered as a texture, no snapping is needed. i did not understand the way you make your motion blur. I usually have my model to run at a frequency 5 or 10 time faster than the rendering. then, you can just render 10 primitives for every image... or make 10 rendering per frame, and average them in the final render. cheers c Le 05/11/2013 12:08, Marco Donnarumma a écrit : Hi all, I have a 1900 x 800 gemwin. I render a few geos on a big [sphere] and a pmpd system on top of it. I'd need some cpu-friendly motion blur and glow effects on everything rendered in the gemwin. My strategy so far has been to split the final rendering into two 800x800 squares. That is: I have two [snap2tex] snapping two separate [gemwin -1] onto two [square]. One [snap2tex] has 0 0 offset, and the other has 800 0 offset. Then, by modulating the opacity of [colorRGB] for the 2 squares I can get motion blur effect. This works fine, but the same splitting strategy doesn't work for shaders. If I apply a shader to the two [square] the coordinate of the texture are all mixed up. Also, when applying the shaders the cpu go up +30%, whereas [snap2 tex] takes way less resources. is that normal? What's the best way to go here? thanks! best, -- Marco Donnarumma New Media + Sonic Arts Practitioner, Performer, Teacher, Director. Embodied Audio-Visual Interaction Research Team. Department of Computing, Goldsmiths University of London ~ Portfolio: http://marcodonnarumma.com Research: http://res.marcodonnarumma.com Director: http://www.liveperformersmeeting.net ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin
here is an example c Le 05/11/2013 16:10, Marco Donnarumma a écrit : Hi Cyrille, ok, I now managed to use gemframebuffer in a smaller test patch. For some reason, in my larger patch it crashes everytime I connect it to the pmpd system. Had to use [scaleXYZ 0.5 1 1] to fit the rectangular dimension of the gemwin. Could you explain a little more how you achieve the motion blur? i.e. what do you mean with just render 10 primitives for every image...? thanks! M -- Marco Donnarumma New Media + Sonic Arts Practitioner, Performer, Teacher, Director. Embodied Audio-Visual Interaction Research Team. Department of Computing, Goldsmiths University of London ~ Portfolio: http://marcodonnarumma.com Research: http://res.marcodonnarumma.com Director: http://www.liveperformersmeeting.net On Tue, Nov 5, 2013 at 11:35 AM, Cyrille Henry c...@chnry.net mailto:c...@chnry.net wrote: hello Marco, better than snap2tex, you can use rendering in framebuffer. The framebuffer can directly be rendered as a texture, no snapping is needed. i did not understand the way you make your motion blur. I usually have my model to run at a frequency 5 or 10 time faster than the rendering. then, you can just render 10 primitives for every image... or make 10 rendering per frame, and average them in the final render. cheers c Le 05/11/2013 12:08, Marco Donnarumma a écrit : Hi all, I have a 1900 x 800 gemwin. I render a few geos on a big [sphere] and a pmpd system on top of it. I'd need some cpu-friendly motion blur and glow effects on everything rendered in the gemwin. My strategy so far has been to split the final rendering into two 800x800 squares. That is: I have two [snap2tex] snapping two separate [gemwin -1] onto two [square]. One [snap2tex] has 0 0 offset, and the other has 800 0 offset. Then, by modulating the opacity of [colorRGB] for the 2 squares I can get motion blur effect. This works fine, but the same splitting strategy doesn't work for shaders. If I apply a shader to the two [square] the coordinate of the texture are all mixed up. Also, when applying the shaders the cpu go up +30%, whereas [snap2 tex] takes way less resources. is that normal? What's the best way to go here? thanks! best, -- Marco Donnarumma New Media + Sonic Arts Practitioner, Performer, Teacher, Director. Embodied Audio-Visual Interaction Research Team. Department of Computing, Goldsmiths University of London ~ Portfolio: http://marcodonnarumma.com Research: http://res.marcodonnarumma.com Director: http://www.__liveperformersmeeting.net http://www.liveperformersmeeting.net _ Pd-list@iem.at mailto:Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/__listinfo/pd-list http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list 03_chaos2D.pd Description: application/puredata ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin
thanks c! way simpler than I thought :) -- Marco Donnarumma New Media + Sonic Arts Practitioner, Performer, Teacher, Director. Embodied Audio-Visual Interaction Research Team. Department of Computing, Goldsmiths University of London ~ Portfolio: http://marcodonnarumma.com Research: http://res.marcodonnarumma.com Director: http://www.liveperformersmeeting.net On Tue, Nov 5, 2013 at 3:34 PM, Cyrille Henry c...@chnry.net wrote: here is an example c Le 05/11/2013 16:10, Marco Donnarumma a écrit : Hi Cyrille, ok, I now managed to use gemframebuffer in a smaller test patch. For some reason, in my larger patch it crashes everytime I connect it to the pmpd system. Had to use [scaleXYZ 0.5 1 1] to fit the rectangular dimension of the gemwin. Could you explain a little more how you achieve the motion blur? i.e. what do you mean with just render 10 primitives for every image...? thanks! M -- Marco Donnarumma New Media + Sonic Arts Practitioner, Performer, Teacher, Director. Embodied Audio-Visual Interaction Research Team. Department of Computing, Goldsmiths University of London ~ Portfolio: http://marcodonnarumma.com Research: http://res.marcodonnarumma.com Director: http://www.liveperformersmeeting.net On Tue, Nov 5, 2013 at 11:35 AM, Cyrille Henry c...@chnry.net mailto: c...@chnry.net wrote: hello Marco, better than snap2tex, you can use rendering in framebuffer. The framebuffer can directly be rendered as a texture, no snapping is needed. i did not understand the way you make your motion blur. I usually have my model to run at a frequency 5 or 10 time faster than the rendering. then, you can just render 10 primitives for every image... or make 10 rendering per frame, and average them in the final render. cheers c Le 05/11/2013 12:08, Marco Donnarumma a écrit : Hi all, I have a 1900 x 800 gemwin. I render a few geos on a big [sphere] and a pmpd system on top of it. I'd need some cpu-friendly motion blur and glow effects on everything rendered in the gemwin. My strategy so far has been to split the final rendering into two 800x800 squares. That is: I have two [snap2tex] snapping two separate [gemwin -1] onto two [square]. One [snap2tex] has 0 0 offset, and the other has 800 0 offset. Then, by modulating the opacity of [colorRGB] for the 2 squares I can get motion blur effect. This works fine, but the same splitting strategy doesn't work for shaders. If I apply a shader to the two [square] the coordinate of the texture are all mixed up. Also, when applying the shaders the cpu go up +30%, whereas [snap2 tex] takes way less resources. is that normal? What's the best way to go here? thanks! best, -- Marco Donnarumma New Media + Sonic Arts Practitioner, Performer, Teacher, Director. Embodied Audio-Visual Interaction Research Team. Department of Computing, Goldsmiths University of London ~ Portfolio: http://marcodonnarumma.com Research: http://res.marcodonnarumma.com Director: http://www.__liveperformersmeeting.net http://www. liveperformersmeeting.net _ Pd-list@iem.at mailto:Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/__listinfo/pd-list http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list