15 Oct 2024 |
texone | This might be a good reference implementation https://www.shadertoy.com/view/lXscDH haven't found the time or project to get it into fuse | 12:46:06 |
maxs | cool, thanks for the hint! I'll have a look if I can port it. | 13:38:24 |
23 Oct 2024 |
Luna Nane | Hello, i just want to ask quickly if it is also possible to use multiple particle systems without merging everything in the same compute stage | 12:39:55 |
Natan Sinigaglia | In reply to @lunanane:matrix.org Hello, i just want to ask quickly if it is also possible to use multiple particle systems without merging everything in the same compute stage There's an help patch called HowTo Use 2 Particle Systems. | 12:45:38 |
Luna Nane | In reply to @Aion:matrix.org There's an help patch called HowTo Use 2 Particle Systems. yes, and it is crashing on my laptop sadly, so i was wondering if there is a way to just treat each particle system as a separate thing (e.g. copy paste the single particle systems and just group their draw calls) | 12:47:11 |
Luna Nane | ah ok sorry, the question is soled | 13:51:27 |
Luna Nane | * ah ok sorry, the question is solved, thats possible without problem, just needed to reload the patch | 13:51:51 |
Luna Nane | one more question :) im working with the trails example, it seems like the strip indices reset not correctly, so it creates a long line from the end of the strip to a new strip beginning. is there any other example where this is fixed? | 14:26:18 |
Luna Nane | Download trailindices.jpg | 14:39:07 |
Raphael | Download trail_connection.png | 21:21:57 |
Raphael | Hey Luna, I find the fix The same problem is in the trails exemples but fixed the trails growth patch, you have to insert the leftlifetime... | 21:21:58 |
Raphael | Download trail_connection.png | 21:24:08 |
Raphael | Also, You have to go to configuré of the node to enable the input "showInstance" | 21:29:10 |
28 Oct 2024 |
schlonzo | hey, what vvvv preview is recommended for latest fuse preview? tried with latest 6.7 preview 20x and get a lot of crashes. Mostly when copying inbetween helppatches. | 09:51:38 |
schlonzo | mostly works when gamma is stopped. I suspect compute buffers initializing with the same name? | 09:57:25 |
bj-rn | Did you try with the latest from github?
Afaict it behaves better since this commit: | 10:34:08 |
bj-rn | Download image.png | 10:34:13 |
bj-rn | Was mostly doodling with SDFs though. | 10:36:12 |
4 Nov 2024 |
| robe set a profile picture. | 09:10:30 |
13 Nov 2024 |
| robe changed their display name from robesantoro to robe. | 09:12:03 |
22 Nov 2024 |
mburk | In reply to @maxseeger:matrix.org Has anybody tried implementing a jump flood algorithm in Fuse already to turn a texture input to a distance field? Use case could be somewhat similar to this Touchdesigner example: https://www.youtube.com/watch?v=pjQ8vh9nM3s maxs: VL.Radiosity contains something similar. The "Lazy Distance Field" Node basically does the same thing. | 09:40:00 |
27 Nov 2024 |
timpernagel | Maybe I’m confusing this with an optical flow integration from the good old beta days, but wasn’t there already an optical flow feature in Fuse that had a similar line grid to the one in this image 👇, where the texture displaced the lines in length and direction? | 21:30:11 |
timpernagel | Download ima_d5109f1.jpeg | 21:30:26 |
timpernagel | And if I‘m wrong: which help patch could be a good starting point to build something from scratch? | 21:39:26 |
28 Nov 2024 |
texone | There is one Example Use Optical Flow in Particles it uses the optical flow from VL.Addons | 07:58:29 |
texone | I also added a new Draw flow Lines Example To Compute System Examples which is now in the repo | 07:59:09 |
texone | Download image.png | 07:59:18 |
texone | Download Example Flow Lines For Optical Flow.vl | 07:59:41 |
timpernagel | texone: Yeah! Thanks, will check it out. And yes, I've already found the great OF-Example, but was looking for the lines-part. ❤️ | 08:07:50 |
1 Dec 2024 |
| Raphael changed their display name from Raphael Dupont to Raphael. | 14:29:43 |