9 Jan 2025 |
texone | that would be helpful i guess | 12:37:48 |
gegenlicht | also inside the patch toggle the drag nodes on and off, this has been mentioned earlier causing the same issue. Its visually hard to tell whats happening in this case though | 12:42:15 |
sunep | I will repeat my question here | 14:08:47 |
sunep | howto? draw a straight line between two points on a sphere | 14:09:06 |
sunep | straight line= the shortest distance following the surface of the earth | 14:09:18 |
texone | I typically check those things with chatgpt and or claude.ai ether use c# code directly or with slight adjustments or porting the logic to a patch whatever makes most sense | 14:11:08 |
lecloneur | actually I'm not sure it is only related to Collision as I notice I'm getting less trail even without any collision set | 14:39:01 |
lecloneur | it's like reducing very slowly over time | 14:39:35 |
lecloneur | Download image.png | 15:09:57 |
lecloneur | disconnecting the smoothstep here seems to keep everything steady (I added this one here for a reason I don't remember) | 15:10:37 |
11 Jan 2025 |
| Mideric joined the room. | 18:46:08 |
Mideric | Download issueSDF.vl | 18:46:58 |
Mideric | Hi friends. I'm having issues when activating normals on a SDF in fuse using the Raymarch(material) node. I tried hard but never managed to find the solution. Can anyone give an advice ? quick project attached | 18:47:19 |
Mideric | thanks a lot | 18:48:50 |
12 Jan 2025 |
tebjan | @499reality:matrix.org: https://forum.vvvv.org/t/sdf-raymarch-material-issue-with-normals/23876 | 21:37:32 |
13 Jan 2025 |
texone | There is a Bumpmapping pin and a BumpmappingStrength pin in the raymarching node which is optional and should allow to transform the normal, I am not sure if this is working though, I tried to integrate the tangent but had no luck getting it to work. I added an issue to the fuse repo but not sure when I get to it. | 14:07:36 |
Mideric | Hi texone. Many thanks for your effort. I will make my tests too with this direction. | 19:47:51 |
gegenlicht | Download image.png | 20:26:33 |
15 Jan 2025 |
mburk | Is the any way to read a ShaderNode<Float32> back to cpu. I'm rendering it as a texture and usin a pipet, but this is pretty awkward: | 16:05:07 |
mburk | Download image.png | 16:05:12 |
texone | To check calculations you can use the debug value node | 19:02:43 |
texone | Download image.png | 19:02:47 |
texone | But it only works if you work with a single value as input | 19:03:19 |
texone | In your case with march you could do it like this | 19:06:47 |
texone | Download image.png | 19:06:51 |
mburk | thats great, but I need the data on the cpu for some other logic I can't completely realize on the gpu... the renderTextur hack works for now. | 19:59:40 |
mburk | but it would be great, if there was a more direct way | 20:00:03 |
17 Jan 2025 |
| Alina gr joined the room. | 11:22:12 |
20 Jan 2025 |
Alina gr | Hello :) I have a weird bug with Fuse, that makes it impossible for me to work with Particles, maybe somene can help me. I made a Forum post about it the other week: http://forum.vvvv.org/t/problem-with-particles-fuse/23888
Thanks already ! :) | 13:14:34 |
| patxi07 joined the room. | 14:03:37 |