[PD] porting vade shaders collection to Pd

Marco Donnarumma devel at thesaddj.com
Tue Dec 27 14:45:35 CET 2011


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 <devel at thesaddj.com>wrote:

> 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 <ch at 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.
>>>>
>>>> 2 exemples with multipass of texture
>>>> http://t-pas-net.com/videos/**test_multi_shad.mov<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/fragGLSLtest5.mov>
>>>> http://t-pas-net.com/videos/**testGLSL_pmpd.flv<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<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://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><
>>>>> http://www.**liveperformersmeeting.net/<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
>



-- 
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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