[PD] porting vade shaders collection to Pd
devel at thesaddj.com
Tue Dec 27 14:44:41 CET 2011
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
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.
On Tue, Dec 27, 2011 at 2:10 PM, cyrille henry <ch at chnry.net> wrote:
> Le 27/12/2011 13:02, Guido Tamino a écrit :
>> 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.
>> 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.
>> 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:
>> 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
>> 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?
>> Il giorno 27/dic/2011, alle ore 11.22, philippe boisnard ha scritto:
>>> 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
>>> Yet, I adapt GLSL. system of particules with pmpd.
>>> 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  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
>>>> I recall Marius was doing something similar, but I'm not sure how the
>>>> project ended up.
>>>>  http://001.vade.info/?page_id=**20<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.**
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Independent New Media and Sonic Arts Practitioner, Performer, Teacher
ACE, Sound Design MSc by Research (ongoing)
The University of Edinburgh, UK
Research: http://res.marcodonnarumma.com | http://www.thesaddj.com |
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