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HLSL visual paradigm

feature open devvvv node hlsl

Desaxismundi 21/02/12 - 09:03
efe said
In the new version of Max there is a new object called Gen that is used to create dynamic shaders using a visual paradigm.

http://cycling74.com/products/gen/

Would be nice to have something similar in vvvv so that people without any coding notions could start making dynamic stuffs with shaders. Should be possible to encapsulate HLSL snippets into nodes...

21 replies 0 new

+1 i was thinking that pixel operations could fit the node-based flow

+1

but i still think that full renderpass functionality should have more priority - then you could use any other (visual) shader editor

+9000 !!

unc said
+9000 !!

+1

oh yeah, was thinking something along the lines some time ago. (actually when karistouf started what has become the "textureFX thread") let's show these touchdesigner users!! :P

so +1 from me..

sebl said
but i still think that full renderpass functionality should have more priority

Yes, this brings many questions but is worth discussing it!!

m4d said
was thinking something along the lines some time ago....actually when karistouf started what has become the "textureFX thread"

Of course this is related :)

Already +9005 ;)

+1
still I need to say…the shader compiler in vvvv is amazing (no wrappers!)

link | Flag this reply as a solution. bjoern (diplomate) 01/04/2012 - 13:58

Could be a starting point: Visual Shader Editor written in C#

link | Flag this reply as a solution. h99 (translator) 01/04/2012 - 16:09

@bjoern

Can you please tell me if you already tested it? Is it reliable? Does it have particular dependecies, or it can be simply installed and then one is ready to go?

I'm not so experienced, so your answer will be very helpful.

Thank you

link | Flag this reply as a solution. bjoern (diplomate) 01/04/2012 - 21:40

I only had a brief look at it. I´d say it´s not really usable (for the end user). There have been no changes for over one year. Nonetheless it may be of some help for someone who wants to implement something similar.

link | Flag this reply as a solution. bjoern (diplomate) 01/04/2012 - 21:54

Just found another one (more sophisticated): Source Shader Editor

http://www.youtube.com/watch?&v=82AMwQGjc8Y

omg, such an editor would really push things forward...

is there any chance, that this could be integrated? or are there some incompatibilities deep inside?

can some dev shed some light on this topic?

if someone pushes us into the right direction i'd love to help as much as i can...

sebl said
if someone pushes us into the right
direction i'd love to help as much as i can...

me too

link | Flag this reply as a solution. h99 (translator) 02/04/2012 - 15:16

I really hope that one these tools would help, if not in writing shaders or others "nodes", at least in reading code, e.g. understanding which choices have been done by coder, and being able to "link" things happening in the renderer to code lines, etc.

I'm trying to learn something, just to start, but usually they say: C#? Well, you'll need C++... C++? Well, you'll need C. C? Well... way up to some forgotten language of Mesopotamia.

So, please!, if it's possible, give us a chance... I'll wash dishes, you know, I'll even scare pigeons, if asked...

O, great god of grey boxes, ioreg we prey for you!

link | Flag this reply as a solution. gregsn (vvvvgroup) 04/04/2012 - 01:16

hi folks!

first: thank you for your votes on that topic! we agree that such a feature would be really nice to have and it is actually on our own longterm wishlist since a while. however it is just good to know that you all share that feature wish. those reminders help in our job of understanding what vvvv is and how it could develop. so yes, it resonated on our side and got us thinking!

the other job of actually implementing such a feature needs quite some rethinking of what a patch is and how "GPU patches" could be integrated in the system so that they feel natural. so yes: we want that feature to happen, but also: we want to get it right and need to prepare for this carefully. this will take time, but there is hope/confidence that this will happen at some time in the future.

so again: thank you vvvvery much for your support!

speechless!

tada :)

a huge cheers our belovvvved devvvvs! :)

link | Flag this reply as a solution. h99 (translator) 18/04/2012 - 13:58

For example I managed to create a simple module, so that now I can get all values from a spread overcoming an arbitrary threshold value. In its simplest version it's made of just three nodes.

(Coding something like that, I'm not able, simply.
I have all the pins I want, both in input and output, updated every frame and so on, but logic it's another story)

I think, and mostly hope, that a simple module like this would be easily read as code by users, helping them (...us) to learn.

So thanks devvvvs for looking in this direction.

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anonymous user login

Shoutbox

~16min ago

Urbankind: circuitb:Wrongcop is epic! :)

~56min ago

joreg: @tobi: use GetSlice() as the patch i referred you to is demonstrating. or start a forum thread with your patch.

~1h ago

TobiTobsen123: hmm yes i can see the values...but how to handle them as seperate values? I need to forward them via TCP/IP...

~3h ago

joreg: @tobi: OSCDecoder helppatch has a section: OSC_Advanced (bottomright) that demoes decoding of multiple messages

~3h ago

TobiTobsen123: I'm using an OSCDecoder, it receives two arguments...works but how can I seperate the arguments into two seperate values

~6h ago

u7angel: @mediadog, make it a forum question.

~6h ago

u7angel: @mediadog, tty renderer ?

~8h ago

microdee: however non-conductive objects are invisible for this so the pencil and the sticks in the video are still a mysteries