» Geometry
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Geometry

Japanese

Primitives

Related nodes

Quad (DX9)
Segment (DX9)
Sphere (DX9)
Rope (DX9)
...and many more

Primitives in the 'DX9' category combine a 3d geometry and a drawing effect (ie. shader) in one node. They are always only drawn with constant shading, no lighting.

These nodes return a 'Layer' which can be directly plugged into the Renderer or a Group.

Primitives can be colored using Color and textured using Texture.

DX9 nodes internally use the direct3d fixed function pipeline (to whom this may mean something).

Examples in your vvvv\girlpower\ directory:

  • Graphics\DX9\Geometry

Geometries

Related nodes

Box (EX9.Geometry)
Grid (EX9.Geometry)
Torus (EX9.Geometry)
Sphere (EX9.Geometry)
Teapot (EX9.Geometry)
...and many more

Geometries from the 'EX9.Geometry' category are only 3d meshes, they need an Effect (from the 'EX9.Effect' category) to be drawn.

Effects are containers for user-programmable vertex- and pixelshader, which in turn represent the two steps in which drawing is performed. See the Shader section for more on those.

Examples in your vvvv\girlpower\ directory:

  • Graphics\DX9\Geometry

Meshes

Related nodes

Xfile (EX9.Geometry load)
ColladaFile (EX9.Geometry)
Scene (Assimp)

Loading Meshes

vvvv can natively load meshes exported from 3D Modelling Software (like Blender, Maya, Cinema4D) in the XFile (*.x) or Collada (*.dae) formats. Skeletons, Animations, Cameras are also available in the Collada format.

Via the Assimp category of nodes a large list of 3d-formats can be imported alternatively.

The Assimp-nodes are contributed by vux and are coming with the addonpack.

Examples in your vvvv\girlpower\ directory:

  • Graphics\DX9\Geometry

See also:

Related nodes

Mesh (EX9.Geometry Join)
Mesh (EX9.Geometry Split)
VertexBuffer (EX9.Geometry Join)
VertexBuffer (EX9.Geometry Split)
Normals (EX9.Geometry Mesh)
MeshEditor (EX9)
GridEditor (EX9)
PickPoints (3d Vector)

Dynamic Meshes

You can use the basic built-in geometries from the 'EX9.Geometry' category as a starting point and then manipulate / add / remove vertices and indices or create everything from scratch.

A Mesh is a data container with two distinct parts: IndexBuffer and VertexBuffer

  • the IndexBuffer is a list of integer number triplets where each triplet defines a triangle of the Mesh and each integer number referes to a vertex in the VertexBuffer.
  • the VertexBuffer is a list of all vertices in the Mesh.

A Vertex is a container itself for data like position, orientation (normal), texture coordinates and so on. But vertex is also often used as a synonym for a 3d position, as the position data is the most important part of it, because with it the shape of the Mesh is defined.

Examples in your vvvv\girlpower\ directory:

  • Graphics\DX9\Geometry

See also:

Lines

Related nodes

Line (EX9)
Line (EX9 FromTo)
PointEditor (2d)
PointEditor (3d)

Lines are pretty straight forward to draw: create a spread of their points and plug it into the Line (EX9) or Line (EX9 FromTo).

Or use one of the PointEditors to edit points in the Renderer.

Examples in your vvvv\girlpower\ directory:

  • Graphics\DX9\Geometry

See also:

Curves

See a special page on Curves:

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Shoutbox

~24h ago

~5d ago

joreg: Know someone who should learn #vvvv? Send them to one of our intro workshops in #Berlin https://nodeforum.org/announcements/2020-series-of-2h-introduction-workshops-to-vvvv-gamma/ #creativecoding

~5d ago

udo2013: @sunep:had an idea how to restore midi-data by one lick and bring the sliders in original position.patch in forum."restore midi.."

~12d ago

sunep: @udo2013 make a forum post about and I can share my subpatch

~12d ago

sunep: @udo2013 I have myself dealt with that problem by using LTP (Value) in pickup mode

~15d ago

~15d ago

~18d ago

joreg: @soundreactor: yes