» dx11 / render kinect depth to fluid
This site relies heavily on Javascript. You should enable it if you want the full experience. Learn more.

dx11 / render kinect depth to fluid

I am from Studio Kreft

jannis, Saturday, Jan 4th 2014 Digg | Tweet | Delicious 5 comments  
sebl 05/01/2014 - 00:39


timpernagel 06/01/2014 - 18:44

How do you generate the mesh?

jannis 09/01/2014 - 05:31

Basically it's a point cloud shader that renders to geometry, then the vertex points xyz get influenced by some forces + you are aware of the MetaBalls node, I guess ?

With the DX11 node it works twice as fast as in EX9 but this could be improved, with .fx DX11

Check out http://developer.download.nvidia.com/SDK/10/direct3d/samples.html
and scroll down until you find MetaBalls !!!
It's DX10 only but MetaBalls.fx DX11 in the DX11 pipeline would be really nice...

sebl 09/01/2014 - 14:04

the dx10 effect should work exactly like a dx11-effect, because there are no syntax-changes between them

mrboni 03/07/2015 - 17:09

Did anyone ever get the metaballs geometry shader above working?

In case anyone wants to have a go you can dl the shader here - https://www.dropbox.com/s/76i8kgh6hutnirs/MetaBalls.fx?dl=1


  • 1

anonymous user login


~1mth ago

mediadog: @ggml Yup, lots. Only used in 4.x, haven't tried in 5.x yet: https://www.unrealengine.com/marketplace/en-US/product/simple-udp-tcp-socket-client

~1mth ago

ggml: someone has sent udp bytes to unreal ?

~2mth ago

micha_nismus: worked out, thank you very much ! :-)

~2mth ago

joreg: @micha_nismus does this help? https://youtu.be/xkrbT45BgOQ

~2mth ago

micha_nismus: thx joerg. Can anybody help me why i can't see any renderer in gamma? thx :-)

~2mth ago

joreg: @micha_nismus instead of discord, we're using matrix, see: chat

~2mth ago

micha_nismus: searching for a public discord server for vvvv

~2mth ago

joreg: Join us for the 20th #vvvv meetup on January 19th: https://thenodeinstitute.org/event/20-worldwide-vvvv-meetup/

~2mth ago

joreg: @schlonzo re "SDSL support" did you see the Shader wizard? or do you mean something different?