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Jaymie (@jstrecker)


  • Vuo Founder
  • Team Vuo
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[Alastair (@usefuldesign)] Could we please change the title of this FR to more accurately indicate what some of us are after with this: a basic Marco in QC terminology node or "Group Node" as Chris (@cwilmsloyalist) called it here.

Changed, rather verbosely. Hope that helps.

[Alastair (@usefuldesign)] Whereas I want three kinds of sub-compositions

Yes, your characterization of Global (current behavior), Local (Ability to create composition-local subcompositions, and Group Nodes / Macros (this feature request) is pretty much what Team Vuo is thinking, too.

[@bLackburst] I just pledged 40 votes to this but the distinction between this and this https://vuo.org/node/1185 isn't perfectly clear to me… We just need qc style macros.

I hope Alastair’s answer makes it more clear. I think you voted for the right one.

Usually with feature requests we try to split them into work that can be done independently. Like here, it would be possible for Vuo to have local subcompositions without grouping or vice versa, if the community had an overwhelming desire for one to be implemented before the other.

[@bLackburst] It might be worth making mention of the fact that macro/group/collapsed nodes should be live-editable

Consider it mentioned. Although we don’t have a public feature request for that, Ability to edit GLSL shader code in Vuo Editor has a similar need. So the ability to live-edit nodes (covering both GLSL and subcompositions) is in our plans.

[Alastair (@usefuldesign)] Nicer would be window in window for all types of sub-compositions in same Editor as I've illustrated above

See also: Open subcomposition in same window as composition.

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@jstrecker commented on @Bodysoulspirit's Feature Request, “`Change Items in List` node

Oh, I was thinking the hypothetical Change Item Ranges in List would have a Ranges port that is a list of ranges, like Get Item Ranges from List. Having a singular Range port would not be as complex. Still, you'd have to do a little math to make sure you're feeding in the desired number of replacement items. (The range 2-5 would take 4 items, not 5.)

You can generate a list of positions in a range currently using Make Points along Line. It would be cool if we also had a node to more straightforwardly generate integer sequences.

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@jstrecker commented on @marioepsley's Bug Report, “texture mapping a .ply

Thanks for sharing the non-working .ply. This console message gave a clue as to why textures aren't applying correctly:

4/18/17 10:43:54.676 AM VuoComposition-HQrO63[33534]: VuoSceneObjectGet.c:240 convertAINodesToVuoSceneObjectsRecursively()  Warning: Mesh '' is missing tangents, bitangents, texture coordinates.  These channels will be automatically generated, but lighting and 3D object filters may not work correctly.

Actually the .ply file does have texture coordinates (as seen in MeshLab), but for some reason the library that Vuo uses to import meshes (Open Asset Import) seems to be ignoring them — so I've converted your question to a bug report.

When texture coordinates are missing, Vuo tries to generate some, so that shaders will at least partially work. But because this scene's texture map is complicated/piecemeal, the generated texture coordinates aren't close to what the mesh author intended.

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@jstrecker commented on @Kewl's Feature Request, “Merge WXYZ Lists

@Kewl, would Lists within lists do what you need? If not, please create a feature request, ideally with some info about how you plan to use it.

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@jstrecker commented on @bLackburst's Bug Report, “Auto type-convertor bug

@Bodysoulspirit's explanation is correct. Still, as @bLackburst pointed out, the fact that the Transform -> Rotation type converter is automatically chosen there can easily to mistakes when building a composition, so it could be considered a usability bug. Scheduled for work.