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Jaymie (@jstrecker)

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Jaymie commented on dthietala's Discussion, “Node outdated or broken

In case you're still having problems, another thing to try is to delete Vuo's cached files. Go to Finder (e.g. click on the Desktop), then go to the Go menu and hold down the Option key, and select the Library option that appears. Go to Library > Caches > org.vuo, find the folder corresponding to the Vuo version you have (probably 1.1.1), and throw it in the trash. Or you can trash the whole org.vuo folder. It will be regenerated the next time you run Vuo Editor.

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Jaymie posted a new Community Spotlight, “Art of light and shadows by Xavier Boyaud

Art of light and shadows by Xavier Boyaud

"J’utilise la lumière et l’image comme matières premières dans mon travail de recherche et de création." ("I use light and image as raw materials in my work of research and creation.") This is how Xavier Boyaud — a self-taught visual artist, lighting designer, scenographer, and videographer — describes his work. Vuo is one of the tools that Xavier uses to sculpt light and image.

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Jaymie commented on dthietala's Discussion, “Node outdated or broken

No, you don't need to have files in your Modules folder. I just thought that, if you did, one of them might be causing the problem.

Were you able to find the Console application? Are there any messages from Vuo? (You may have to click "Show Log List" if the left sidebar isn't already revealed, and click "All Messages" in that sidebar.)

Are you running low on disk space? Vuo 1.1.x can give a "Node outdated or broken" error if there's not enough disk space to run the composition.

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Jaymie commented on dthietala's Discussion, “Node outdated or broken

dthietala, you should be able to continue using Vuo 1.1.x with any compositions created in Vuo 0.9 through 1.1.x. If the compositions were created in earlier versions than Vuo 0.9, you may need to open them in Vuo 0.9 and save them before they can be used in Vuo 1.1.x.

Does the error message provide any information about which nodes are a problem?

Console is an application that comes with macOS. Just do a Spotlight search for "Console".

In Vuo, if you go to Tools > Open User Modules Folder and Tools > Open System Modules Folder, do you have any files in those folders? If so, try moving them out of those folders and restarting Vuo.

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The shader doesn't actually do anything until the scene is rendered. If you have Shade with Unlit Image going into Make Tube, the image does not get applied the moment the shader hits the tube. Rather, the shader (a set of instructions) and the tube (a set of vertices + other information) are carried along until they reach the Render Scene to Window node. On the next display refresh after that, the computer actually does the work of rendering.

At that point (render time), the GPU applies the shader to the tube. The shader created by Shade with Unlit Image is a program that inputs a position on the tube (texture coordinate) and outputs the color that the tube should be at that position — that is, the color of the corresponding point in the image. The GPU executes this program a bunch of times in parallel to color all the pixels of the rendered image.

So, to answer your questions...

Is the image going to be applied to the tube before scaling (1x1x1 tube, so image stretched to 3.14:1) to be re-stretched after the tube scaling to 1x2x1? Or is the tube "constructed" first (with scaling) and than the image applied to it?

The image isn't mapped to / painted onto the tube until the tube is rendered. No to the first part, yes to the second.

if I create a very detailed tube with > 100 lines and apply a live image to it, is it better to reshade the tube lower in the node pipeline with some Change All Shaders or can I apply it directly on the tube node and only the shader part of the node is being recreated (and not the whole tube).

With a frequently changing image, using Change All Shaders would probably be faster — not because of the shader, but because it saves Make Tube from having to do its work every time the image changes.

If you're interested in learning more about shaders and the graphics pipeline, see An intro to modern OpenGL.

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