vvvv now has native support for both sending and receiving TUIO messages!
The following nodes are available in latest alphas:
For receiving TUIO messages the individual split nodes can be used directly. The TUIOBundler is used for combining different types of TUIO messages in order to send them in one bundle.
It did what it was supposed to with only two caveats:
Enter VL: While preparing the standard library for VL it was a good exercise to create probably the worlds-first implementation of the TUIO protocol in a visual programming language. And since we can make nodes we have in VL available as nodes in vvvv it was a just a few more clicks to make the new implementation even useable for non-vl patchers. You're welcome!
There is more to the nerds pleasing: TUIO is based on the OSC protocol which meant that before being able to implement TUIO, we needed an implementation of the OSC protocol. As we've pointed out before, in VL we have the possibility to import .net libraries. So one way to support OSC in VL would have certainly been to import one of the many existing OSC libraries for .net. In fact we did that and it was good to see that it just worked. Still the real challenge of course was to also create possibly the worlds-first implementation of OSC in a visual programming language. So here we are..
If you're interested in the implementations have a look at the VL files in:
Otherwise just go ahead, use the nodes in vvvv and please report your findings in the comments or in the alpha forum.
Get them here:
Some new & improved nodes + bugfixes but the tasty new flavors are Noise & CSG implementations.
New textureless magic noise suite based largely on the great GLSL postings of http://briansharpe.wordpress.com/
to use in a shader see InstanceNoodles\nodes\modules\Common\NoodleNoise.fxh
Of course there are nodes for people that don't want to mess with shader code though.
Includes 2D and 3D Perlin, Simplex and Worley, all with single octave noise as well as FBM, Turbulence & Ridge flavors. Worley comes with various distance metrics & cell functions. To get an idea of the (many) Worley combinations here's a nice reference:
image source: mines.lumpylumpy.com/Electronics/Computers/Software/Cpp/Graphics/Bitmap/Textures/Noise/
Constructive Solid Geometry finally... Realtime implementation using distance fields stored in 3D textures or 'volumes'. Picture speaks a thousand words:
As well as the standard Union, Intersection & Difference operations as pictured above, 16(!) other combination operations ported from the very sexy GLSL raymarch lib: http://mercury.sexy/hg_sdf/
New DX11.TextureFX nodes
New Compute nodes
New DX11.Geometry nodes
New DX11.Volume nodes (mostly for CSG ops)
for fast peek at the results:
Changed /fixed Nodes
DX11.GeomFX modules now have max elements pin. Set to 0 by defualt, which will use the old automatic behavior, or any other positive number for manual setting
+ various small bug fixes that I'm too lazy to type.
Feel free to use in your creative & commercial projects, just please make sure to give credit as per license below.
CCBY 2016 http://everyoneishappy.com
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