» majortom projects
This site relies heavily on Javascript. You should enable it if you want the full experience. Learn more.

majortom projects


here you can find all my projects. many would be in so called beta state and i will post new versions sooner or later. feel free to comment on anything.


my first project is clean 3d math...

deworm is a flexible node for creating wormlike meshes.

idea:create wormholes or ankles and knees for IK bodies


version download dd.mm.yy
deworm v1.3.zip (52.45 Kb) 16.05.07 new features: Straight Cut pin - fixes appearance of displaced segments
Deworm v1.2.zip (51.26 Kb) 12.04.07 new features: TwistFix pin (get rid of twisting segments). hints about How Deworm Works added to Deworm module fixes: sections can be oriented in relation to each other - TwistFix. some performance improvements tnx to WestTricks collection i've learned: a lot about trigonometry in vvvv more...
Deworm v1.1b.zip (46.16 Kb) 22.03.07 new features: Bin Size input (idea from diki & elektromeier ) bugs: twisted segments bug - discussion
deworm v1.0.zip (44.34 Kb) 08.03.07 new features: create worm body from custom geometry 2D sections fixes: index table creation. texturing is all right i've learned: pulling out index tables from ready made meshes. mesh apperance with flat shaders is really ugly and you can fix that - Reindex Module
deworm.zip (12.97 Kb) 03.03.07 bugs: texturing is totally wrong flops: building the index table from scratch is really smart idea, but also - the very complicated one

(Click here if you want to add some comments)


It would be very cool if you can draw more than one worm with just one module... maybe add a binsize inlet which defines how many segment long one worm is. and what should happen with the end of the worm? open, filled, rounded? - elektromeier


polygonising a scalar field

the challenge

polygonising a scalar field is an old idea from early ages of CG and solutions are easily found on the web. well known 'marching cubes' algorithm is really fast in code because it works almost entirely on lookup tables.

here is one good tutorial.

things are very different with vvvv. working with large spreads of data is slow and when I started to build the patch i didn't expect it to run in real time. then it looked it might become fast enough with some optimization. finally I landed somewhere in between (majortom to ground control...).

this is kind of pre-release. there is no help patch but two examples named TRY... one is with metaballs. i couldn't find better approach for metaballs yet so that one is very slow.

TRY_blob.zip (24.44 Kb)

smooth algorithm

because large 3D fields are huge spreads of data i have included somehow CPU expensive 'smooth' algorithm so it acts like a tradeoff for smaller fields. take a look:

8x8x8 field 16x16x16 field
512 cubes 4096 cubes
285 vertices 1047 vertices
469 triangles 1887 triangles
normal mesh
130 CPU 477 CPU
smoothed mesh
180 CPU 685 CPU
normal mesh (marching cubes algorithm overdefines mesh)
smoothed mesh

smoothing algorithm helps somehow but produces some trembling during animation.


inspired by swarm theory (also check Learn More - Related Links)

balancing just a few simple rules for all members can lead to significant behaviour patterns of the group.

simple simulation:

FLOCKsim2D.zip (9.47 Kb)

vvvv GUI

  • DX window is fullscreen and you want to change some values?
  • Presentaton is running and you want to interact?
  • need some fancy controls?

Who you gonna call?

proceed here

Metaballs plugin

Base code for Metaballs plugin is ported from brilliant project by Andreas Jönsson @ AngelCode.
article by Andreas Jönsson

Metaballs v1.0

anonymous user login


~10d ago

fleg: This Tuesday, Cologne: exhibition opening of "interwoven", textile disinformation patterns created with vvvv. https://fleg.de/news/exhibition-interwoven

~23d ago

manuelgonzalvez: Assimp nodes all broken afted Win Update w/exception "COM object that has been separated from its underlying RCW(...)"

~23d ago

manuelgonzalvez: @levi thanks would love to! anyway managed to get something similar working based on forum search and anthokio's patches.

~24d ago

levi: @ravasquez thanks. 31.2 x86 verrion worked. @manuelgonzalvez i have a dx11 projectTexture if u a want.

~25d ago

manuelgonzalvez: Anyone has a dx11 port of "projectedTexture" dx9 fx for projection mapping?

~25d ago

manuelgonzalvez: Anyone has a dx11 port of "projectedTexture" dx9 fx for projection mapping?

~26d ago

ravazquez: @levi not sure bout the ImagePack, but I believe VL.OpenCV should give you the same tools and should work with beta just fine

~26d ago

levi: anyone knows of a VVVVpacks.image that works for elliot's projector calibration patches?x64,dx11. always crashes v4 on solve.

~1mth ago

Lorenz: VJing with GIFS: https://lorenzpotthast.de/gifjockey/ A fun little side project, that I first prototyped in v4 and now turned web-based ;)

~2mth ago

schlonzo: finally fixed in 4.8 nice1