Bodysoulspirit's picture
Shared by on 2020.05.03 18:25

The built-in nodes already provide "Individual Triangles Object", "Lines" and "Points", these custom nodes are :

1 - Make Triangles Fan Object
2 - Make Triangle Strip Object

Feed the positions port 3D Points values.
I'm only really starting to code, so these nodes are experimental.

Put these .c modules in your Vuo Modules folder.
You can search the node library for these nodes by typing BSS.

License : MIT
Original code by ©Kosada Incorporated, released under MIT License, modified by Bodysoulspirit. This code may be modified and distributed under the terms of the MIT License. For more information, see https://vuo.org/license.

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Example

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Package icon Audio Flat Circle Graph.zip8.67 KB
Package icon Loudness 3D Arc.zip6.64 KB

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Comments

Hey can you explain how the

video piglet's picture
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Hey can you explain how the points should be ordered with these nodes? I had a look at the code and there's no clues there. The triangles don't arrange themselves like the native vuo make triangles object. All I can make with these are glitchy messes.

videopiglet I have just

Bodysoulspirit's picture
Submitted by

videopiglet I have just uploaded 2 sample files above.

To know how to use these nodes, you must understand how Triangles Fan & Strip work ... for which I struggle too :)
Browse google for more. Then, you need to feed the points accordingly (see joined comps, you need to play with the list nodes to interpolate & duplicate points according to the strip or fan mode).

Keep in mind that these nodes are experimental, I'm not a pro coder, just a hobbyist, so these don't have nice textures mapping, so this will work with unlit colours or vertex colors, not real lightning.

Hmm, that's unexpected. I

jersmi's picture
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Hmm, that's unexpected. I have no idea what that could be, didn't encounter anything like it. The comp is not complicated (esp. compared to something like your texture mapping work....) I just opened it, works fine for me. Almost looks like the center of the object(s) got pulled into nan/inf space. Is the Make 3D point connected like in this pic of the comp?

Yeah, I saw your post. I'll

jersmi's picture
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Yeah, I saw your post. I'll venture some guesses -- Make 3D Point is in the Build List loop, so the readout may not reflect what is there? You mean the color shader is losing its connection to the triangle fan object? Maybe try replacing Make Triangle Fan Object from your library?

jersmi and Joe could you guys

Bodysoulspirit's picture
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jersmi and Joe could you guys please upload the versions of these nodes you're still having on your computers ?

At some point I updated those (version 1.0.1 now) and I didn't make a backup of version 1.
I updated the file name of these to match Vuo's recommendations (example.lowercaseUppercase.c).
For updated stock nodes the Vuo Editor handles that well, you can right click on old nodes and select the new one, for custom nodes with a little change in the case you have to manually delete the old node, and drag the new one from the gallery if I'm right, otherwise it crashes the Editor.

Anyway, at some point I tried to add mapping to these nodes (there now is a texture mapping port) but not sure they work, and for what type of shaders.

Joined is a simplified version of your Draw In Space Text Curve composition with the newer version of the node.

Please if you could upload here the older version I will add them up there as an history version file.

Thanks jersmi !

Bodysoulspirit's picture
Submitted by

Thanks jersmi !

Did not see the Polygons TriangleFan Grid Shapes comment & composition earlier. Well done.

For fun I tried recreating it with less nodes using a custom Make Points Along Circles node ;)


I happened to make this

George_Toledo's picture
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I happened to make this composition while checking out the node (makeTriangleStrip 1.01).

I'm guessing there's a good chance someone has put together something like this and posted it already, but just in case it is useful... I was trying to attach a shader via parabox nodes but didn't get so far, because it looks like that isn't working now.

I would have thought that

George_Toledo's picture
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I would have thought that changing the cubic mapping to:

VuoMeshUtility_calculateCubicUVsPerTriangle

...would result in seeing something like a small 32x32 texture successfully wrap to each couple of triangles. I am looking at the code for VuoMeshUtility_calculateCubicUVsPerTriangle(VuoMesh mesh), and it seems to calculate UVs off the normals, and you don't have to feed it a normal structure or specifically call the calculate normals method, it's doing it within.

When I change the method to this in the node, it just results in the UVs looking broken.

Maybe the fact that these triangles share points is making it an issue, but I guess I would expect to see something different there. hmmm!

Nice to have your input here

Scratchpole's picture
Submitted by

Nice to have your input here @GeorgeToledo. How long ago since the QC ribbons examples you shared on Kineme? I did share a couple of ribbon and cyclinder patches here a while ago: https://vuo.org/node/2680 I also got one going with working UV's using Parabox nodes a couple of years ago, I'd love to see that was possible again: https://vuo.org/node/2416

GeorgeToledo

Bodysoulspirit's picture
Submitted by

@GeorgeToledo

I happened to make this composition while checking out the node (makeTriangleStrip 1.01).

Love it ! Thanks.

I would have thought that changing the cubic mapping to: VuoMeshUtility_calculateCubicUVsPerTriangle ...

Not sure if you mean your changing that in my experimental node code, but I wouldn't be surprised if it's because of some code parts of mine it doesn't work, I basically frankensteined these nodes by putting pieces together from other stock node codes :)

GeorgeToledo did you use a

Bodysoulspirit's picture
Submitted by

@GeorgeToledo did you use a modified version of bss.scene.maketrianglesstrip for the Ribbon composition ?

I'm getting a an error that the missing node is bss.scene.maketrianglesstrip.VuoPoint3d.VuoShader.

I thought this was a Vuo bug because I changed the name of that node when updating to version 1.0.1 and filed a bug report, but now I'm not sure anymore :)

I get the composition running when I replace the missing node with bss.scene.makeTrianglesStrip version 1.0.1.

I'm sorry for the confusion here, the version 1.0.0 filename was all lowercase : bss.scene.maketrianglesstrip but when updating to version 1.0.1 with some Texture Mapping beta I changed the file name to bss.scene.makeTrianglesStrip as recommended in the Vuo API 😕

It may be that I had edited

George_Toledo's picture
Submitted by

It may be that I had edited at some point, which is probably causing this restoration error, but I was running this with what was at least initially 1.01. I don't believe I even downloaded 1.0.0.

I had changed a texture method, tried some things. Changed it back, re-saved the c file, and then made this composition. So, I am guessing the restoration error may either be from that in and of itself, or maybe I introduced a different space in the code or something when I changed the texture method back. I had thought I changed it back identically to the original download, but who knows I guess. I just did that for expediency, rather than drop the original back in the modules folder.

I am unsure about the upper case/lower case thing you point out, and how that maps to your revisions...maybe I did somehow have the 1.0.0 in there, but I really don't think so.

Thanks GeorgeToledo

Bodysoulspirit's picture
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Thanks @GeorgeToledo

But no shouldn't be because of changes in the code after all, I just downloaded my own sample file joined as an example composition, removed all node versions from the modules folders, and still get the same error prompting some different file name error.

After all it would have been a big coincidence if you had renamed that C file exactly with the 2 input ports the node is connected to (a shader and a 3D Point) :)

So I'm guessing it's the editor doing this for some missing nodes.

Hope to see an updated version of the node by you ;)

I also had to replace the

jersmi's picture
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I also had to replace the triangle strip with the one from my library for @GeorgeToledo's ribbon.

And yes, the ribbon comp was helpful to see -- like Bodysoulspirit's quest for simplicity which I appreciate, it sparked a run to reduce the nodes used in the 2D offset I tried here and most likely helps bridge the way to take it into the Draw in Space comp.

Problems to solve: I don't know why close mouse points are generating the wacky rotations or whatever, then of course how to get smooth curves on sharp turns.

Not completely terrible first run:

2d-offset

Curves and corners, not so good:

corners-curves

Along with messy close points (used wider "line" to see it better):

close-points

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