convenient handling of complex 3d scenes (DX11 & EX9)
Ever got tired of binsized SetSlice, Sift, * (Transform) mayhem when using the collada/assimp nodes?
This contribution aims to solve these issues.
Collada and Assimp are both great at doing what they were intent to: loading 3d scenes. They just don't natively provide a vvvv-friendly way to actually make use of all the info they load. The mere spread outputs of transforms, meshes, textures, etc. obfuscate the hierachical relation, and forces you to juggle binsizes while keeping the differnt types in sync.
so decode.io and I put our heads together, thinking about a patcher-friendly way and came up with this.
load the scene, apply some transforms and one 'Split' like node which outputs everything nicely for a shader.
2. Convenience Node displaying a browsable SceneGraph tree with all the relational info in it's place.
3. Apply transforms by specifying which part of the graph/tree should be affected. Accumulation and propagation to all children is automagically handled in the back.
4. Model outputs all the drawing relevant data of the (sub)graph in nice little spreads to use connect directly to a shader without further ado. Each meshpart has its corresponding transfrom and material in place. For not textured parts a default white texture is inserted to avoid bin sizing. Check the config pins to configure the node to do just what you need (e.g. multiple textures, bouding box, bone tranforms...)
(numbers correspond to the ones in the pic above in case you didn't notice)
The Scene (=loader node) outputs the type GraphNode which is a reference copy of the whole scene hierarchy, namely SceneGraph. Transformation can be applied on any node (or group or spread of nodes) within that graph.
in case you can draw everything at once with the same shader. you're done at this point.
If not the Selector lets you move a 'pointer' in a GraphNode another descendant than the root, thereby you select just parts of the whole model for drawing and further transformation downstream.
(more implementation details on demand)
possible further development features
Superb! Thanks WOEI and DECODE!
This is huge and provides a solution to a problem that's been a pain in vvvv, while environments like Unity offer way smoother and integrated asset handling/scene explorers.
Exactly what I had in mind when writing this:
Still, it doesn't solve the problem that these approaches don't ship with vvvv/don't integrate well as there's no proper interface to load those modules up but to manually place them in your patch.
Anyway, I very much welcome this. Finally something that aims to provide high level user friendliness.
Just a couple of vvvv nuisances left in this regard. I will address this at the summer camp.
noice! this should be pull requested into the DX11 pack
that saves some tedious patch work, cheers!
Awesome, thanks! glTF support with PBR parameters would be great! any way to support this?
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