pbourke's picture
Paul commented on Paul's Discussion, “Load scene (OBJ), textures and wrap modes

This has bitten me again and I don't think the above suggestion helps, apologies if I didn't understand the proposed solution.

The attached composition views an OBJ file with 4 sections each with their own texture. I have zoomed into one shared edge pair. The texture coordinates are created so that the transitions will be seamless, assuming clamping. But with wrapping the edge of each piece is averaged with the opposite edge of the same piece resulting in the observed seam. I don't believe there are easy ways to solve this without having clamping support.

I attach also two images showing the result of wrapping and clamping, in software that allows one to switch between the two. This is mainly to prove that my texture coordinates have been created correctly.

You said "3D mesh authors typically expect" ... not sure I agree, certainly not in the case of this author. :-)

pbourke's picture
Paul commented on MatthewDougherty's Discussion, “meshmap/warp fisheye

The response from Jean Marie above is correct, the first number indicates the type of image projection the mesh is intended for. The way the warping is performed is not dependent on that value, it was originally added as a way of indicating other things, in particular - For some image projections wrapping may be applicable while for others it isn't, eg: circular panoramas vs fisheye. - It can be used to indicate what forms of navigation are appropriate, for example "roll" may be applicable for a fisheye but not a perspective image.

And yes, I forgot to add the ability to insert comments. The format was dreamt up as something I imagined only I would use for my own projects/software. Then it "escaped" at which point I couldn't add features without breaking code others had written ... including the implementation in QuartzComposer. If I had thought ahead a bit more I would have included comments. Sorry about that.

pbourke's picture
Paul commented on Alan_Hook's Discussion, “Warping Software Windows

I did this for a client perhaps 2 years ago, I used a 4K HDMI capture dongle. It's "only" 2160 pixels vertically for the fisheye but that is more than enough for any spherical mirror setup. Of course it does introduce another computer into the setup which is wasteful but in this case they wanted to offload as much of the processing as possible from the MSWindows side. It all worked fine but if they wanted less even processing on the Windows side I was going to suggest just presenting 4 of the cubemaps required and forming the fisheye on the Mac side as well with a small GLSL shader. But at the end of the day they preferred seeing the fisheye window on the screen for the navigation. In your case, can't the Unreal game be built for Mac and then just use a screen capture in Vuo and warp?

pbourke's picture

By the way, some useful extensions to this node
- Other datatypes such as 16bit ints ... I suggest much more common than 2 byte floats. A "normal" 4 byte float.
- Signed and unsigned
- Little or big endian option

pbourke's picture
Paul commented on Marc's Discussion, “Unable to send serial data to Arduino

I have been using the Send Serial Data node without any trouble. What serial interface do you have on the Mac? I'm using the Keyspan Usa-19hs High Speed Usb Serial Adapter. If you are transmitting between two computers (two DTE devices) then you will need a swap-over cable, more commonly known as a null modem cable.

pbourke's picture

Here's a cut down example of using it for carefully constructed raw files. Part of a project where the user could adjust the attractors colours.

krezrock's picture

@ bodysoulspirit. Oops. I meant make points along spline node . but i can't seem to get a perfect circle out of it. But same issue with the line strips having a gap when rendering.

krezrock's picture
Azy commented on Motus Lumina's Composition, “Sand Storm

This is an excellent composition. Great work, Motus Lumina.

pedronbvasconcelos's picture

Debugging "Your system has run out of application memory"


I'm new to macOS application debugging and could use some help finding a way.

I'm running a Vuo composition that accomplishes continuous video playback (as much as possible without gaps) and comprises of 2 video players, taking times preloading and playing video files. There is also a syphon client for mixing a second image layer on top of the video layer.

How should I go about debugging this "run out of application memory"? I'm running this on a 2018 Intel Mac Mini with 16GB Ram.



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