bLackburst's picture
@bLackburst commented on @jstrecker's Composition, “Hover Buttons for Leap Motion

This file needs to be updated, the pointable transforms are disconnected.

useful design's picture

Thanks, perfect @Jaymie! One tiny change to the Make Image Layer's Anchor port gave me right-justified text, evenly arranged. Excellent, and easy when you know how!

I've since learned how to change position in process list too so that would have been another (harder) way I suppose.

useful design's picture

No pattern as such. Will keep eyes open. Tend to keep all compositions in the one Dropbox folder b/c I can share across my macs. Possible a folder name/structure was changed a one point but this happens more often that that. Notice especially after crashes (of course :-) ).

useful design's picture
@useful design commented on @monkey0815's Feature Request, “Polygon node

On further research, I think any initial Polygon from Point List needs to be confined to a 2D plane, so only 2D Point admitted in the input posts for coords and maybe an optional input for the plane, which defaults to the {X, Y, 0} plane.

useful design's picture

you may need to trim protruding corners on the large angle side

Yes didn't want to complicate my answer with that detail!… Illustrator gives the choice of three corner options and has a parameter input of "limit" for the chamfering one which decides when it will extend out and when it will chamfer.

Above shows three strokes of differing widths, colour and corner settings applied to four closed paths. (Note not using identical corners settings for shape, it's illustrative not a direct comparison with identical settings, note shape 2 is a compound path and shape 3 has corners getting all three treatments with the green stroke set to corner limit of "4x")

Stokes palette in AI.

actually one wants to trim to avoid coplanar meshes on the small angle side

And yes, coincident coplanar mesh bits would need a "boolean add" operation under the hood or transparency would not work without generating ugly artifacts all over the corners. Maybe even at 100% opacity artifacts/nasty edges would appear. But surely there are OSS libraries that do this kind of thing? Mac Toolbox circa 1990 should be able to do it!

pbourke's picture

Alastair ... the triangle patching between the meshes where two line join is a little trickier than just filling the missing bit. For lines at sharp angles you may need to trim protruding corners on the large angle side, and actually one wants to trim to avoid coplanar meshes on the small angle side. And yes, the standard way in 3D is to use cylinders and spheres, but a bit expensive. I would prefer to see a true line primitive.

useful design's picture
@useful design commented on @monkey0815's Feature Request, “Polygon node

Do you mean like Kineme Triangle Family patch @Paul? Both triangles from list and polygon fill from list (2D only) would be good in Vuo. What is the simplest way mathematically to fill a polygon region with triangles using the polygons coordinates?

Using two consecutive corner coordinates and then making a triangle using a third point from another coordinate that is "opposite" them in the polygon coords list is the simplest I can come up with. Haven't tried to program it in VUo yet, will wait for a pressing need for it as I'm still learning the peculiarities of looping in Vuo! Also there's the case of coordinates that lie inside the region formed by all the other coordinates which might mess up my simple method.

There must be a C library out there that can do primitive geometry wrangling like this which Vuo could use to make a Polygon Fill node? Even Cario and Qt (already used in Vuo, perhaps limited to canvas drawing) may have polygon functions, though to generate a Layer datatype in Vuo they may need something else like OpenMesh.

Be interesting to know what library/framework Vuo devs used for the new 3D Boolean Ops node… maybe that can do it.

OpenMesh is underneath something called OpenFlipper, which has scripting for runtime interaction and even a visual editing suite. I wonder if any of it it could be of any use to Vuo?

useful design's picture

While non-trivial in CPU terms, mathematically using the line width value of the line mesh to calculate the geometry of endpoints at a join and using them to define two triangles that fill to the adjoining line mesh segment shouldn't be so hard. See image, just add △ABC and △CDE. Or for a radius joint (like Adobe Illustrator offers) draw circle centred at C with diameter W. For 3D points would obviously require a sphere not a circle to do corner radiusing, might make the rendering a bit slow even if it is flattened before it hits a shader how does it get flattened?

I made a composition in QC that used 8 spheres, 12 cylinders and 6 cubes to morph a sphere into a cube and back in various ways, so yeah, been there and it's not trivial to do by hand.

Kewl's picture

It's actually related to Make Random Image: I'm blending noise to an image, but I want the noise to be masked/invisible when the noise is over a black part of the background image. It's working quite well by using a grayscale version of the background image and using it as a mask over the noise image before blending.

This is similar to audio dither plug-ins that have an auto-black (no dither on digital silence/black) option.



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