17 May 2022 |
lecloneur | * would it possible to imagine that a TextureFX would output both a texture and GPU value ? | 10:00:38 |
lecloneur | I was thinking that many tfx could be part of ShaderFX so there isn't so many texture sample in between each effect while keeping the same flexibility | 10:02:03 |
lecloneur | it's not possible for some I know, such as Blur which require multiple sampling to work | 10:02:19 |
lecloneur | also is it better to have an Float32 input on a textureFX or a GPU<Float32> ? | 10:10:07 |
lecloneur | being a GPU value for any input would mean that everything get compatible with ShaderFX things | 10:10:53 |
lecloneur | if I'm correct | 10:10:57 |
| gedw99 set a profile picture. | 10:43:48 |
tebjan | In reply to @lecloneur:matrix.org I was thinking that many tfx could be part of ShaderFX so there isn't so many texture sample in between each effect while keeping the same flexibility yes, this is definitely something i have in mind since the beginning. there are of course many details and the simplicity of TextureFX for beginners should be kept | 12:35:29 |
tebjan | so this will be part of a later iteration of ShaderFX, first we will unify Fuse and ShaderFX and the see what we lwarn from that | 12:36:26 |
tebjan | * so this will be part of a later iteration of ShaderFX, first we will unify Fuse and ShaderFX and then see what we lwarn from that | 12:36:34 |
tebjan | * so this will be part of a later iteration of ShaderFX, first we will unify Fuse and ShaderFX and then see what we learn from that | 12:36:52 |
lecloneur | alright | 12:55:38 |
sebastian | does anyone know why the following patch wouldn't render the Texture with UV wrapping? it seems to force it to sample the texture with clamping, resulting in the texture not rendering on UVs higher than 1.0. | 19:28:26 |
sebastian |  Download image.png | 19:28:32 |
sebastian | if I remove the "Dots" node, it still doesn't wrap properly, for what it's worth | 19:41:10 |
sebastian |  Download image.png | 19:41:16 |
sebastian | essentially I'm expecting a box to render with a grid texture without stretching or clamping when I change the UV scale. | 19:42:40 |
tebjan | In reply to @smokelore:matrix.org essentially I'm expecting a box to render with a grid texture without stretching or clamping when I change the UV scale. i've never treid the UV scale parameter, it could be buggy | 19:59:11 |
tebjan | but this is a static parameter and will recreate the entire mesh | 19:59:27 |
sebastian | ah. static parameter. that might be an issue. | 19:59:47 |
tebjan | it is better to just transform the texture before you put it into the shader | 19:59:49 |
tebjan | put a Transform textureFX before it | 20:00:10 |
tebjan | or transform the UV in your shader that renders the mesh | 20:00:26 |
sebastian | I will give that a try, thank you tebjan | 20:01:04 |
sebastian | In reply to @tebjan:matrix.org put a Transform textureFX before it actually, can you elaborate on what you mean by this? I'm not familiar with TextureFX yet | 20:03:07 |
tebjan | In reply to @smokelore:matrix.org actually, can you elaborate on what you mean by this? I'm not familiar with TextureFX yet Create a node Transform in category textures and put it between the shader and the texture you want to display | 21:07:48 |
tebjan | * Create a node Transform in category Textures and put it between the shader and the texture you want to display | 21:08:01 |
blacktronics | is there a way to show all subpatches? | 22:39:32 |
blacktronics | especially some way to delete them | 22:43:03 |
| californiatokens joined the room. | 23:19:16 |