jit.gl.slab.gauss6x not working. Need desperate help!

Aug 19, 2013 at 3:03am

jit.gl.slab.gauss6x not working. Need desperate help!

Hi there,

Any idea why this shader does not work properly?
You can check/uncheck the second red toggle to see what happens.
I have no clue to why this is not working.

Thank you for looking into this!
ygr

PS: I also attached the patch with the shader that I found on the forums.

– Pasted Max Patch, click to expand. –
#259243
Aug 19, 2013 at 3:50am

You have to make sure that the shader file is in the cycling 74 map.
example.

/Applications/Max 6.1/Cycling ’74/Jitter Shaders/downloaded shaders

If your downloaded shaders/patches aren’t in the cycling 74 map then Max won’t see them during startup.

#259249
Aug 19, 2013 at 4:06am

Thanks for looking into this, Andro

The thing is that I see the shader. But I am using 2 different slabs via 2 different renders and the first one work ok.

Only the 2nd one does not work.

Don’t know why. :(

PS: I see that the shader I am using (cf.gaussian.2p.jxs) comes with the package anyway.

#259252
Aug 19, 2013 at 4:16am

Works fine on my system ! I assume the gauss6x is just there to blur the movies right ?
When I move the numbers the blur kicks in on both sides.
When I use the toggle switch it turns the slab on and off on both sides.

So whats wrong with the jit.gl.slab then ???

#259254
Aug 19, 2013 at 4:32am

On my computer, when I open the patch and toggle main metro, the second video, the one coming from [jit.matrix that2] outputs an overlapped video (It’s the video coming from [jit.gl.texture test2 @name mask2] and another instance of it which is rotated 180 degrees)

If I press the second red toggle, it works just fine, but only without the blur, of course.

And if I turn it on again via the gate toggle to pass through the blur, I get the original image (countdown.mov), but it accumulates on itself.

I attached 2 images:

1. As I start the patch
2. After switchung off and then on the second red toggle

You say you don’t have this problem?

Attachments:
  1. 02_after_switching_offon_redToggle
  2. 01_as_I_start
#259255
Aug 19, 2013 at 6:30am

This ones beyond me !
Hope a more advanced user can help you out :)

#259260
Aug 19, 2013 at 7:06am

Don’t know why but your patch has made max 6.1.3 crash three times in a row when just checking the master toggle after having created the patch from the clipboard content. Tried to edit the value of the metro not to have its argument set to 0, which is a current crash reason, but that didn’t change anything…

#259263
Aug 19, 2013 at 11:25am

i am able to get it to work by re-instantiating the gauss-blur abstraction, after rendering has started.

i’m not sure what the cause of this is, but the way you’re doing this blending is really inefficient. can you describe what your end-goal is, and maybe we can offer some suggestions?

#259296
Aug 19, 2013 at 3:55pm

;)) Yeap. It looks weird to me as well.

I am trying to blend 4 images together, but in this order. First I need to blend video1 with video2 (which would act as a mask for video1). Then I would blend video3 and video4 (again as a mask for video3). Step 3 would be to blend the 2 images that are the results of the first 2 steps.

Does it make sense? :)

I would use this technique to mix 2 kinect masks to 2 videos and in the end, mix the 2 resulting images.

Thank you all for looking into this!

#259362
Aug 19, 2013 at 3:57pm

For mixing 2 images (one of them being the mask for the other), is it ok to use [jit.op @op *]? It seems to work but maybe this is not a good idea either.

Both of them would have char 4 640 480 and the video for masking would have black for the masked parts, and white for the visible parts.

#259363
Aug 20, 2013 at 12:05pm

you can use jit.gl.pix with a simply multiply for this effect.
much easier:

– Pasted Max Patch, click to expand. –
#259450
Aug 20, 2013 at 12:07pm

and unless you have a good reason, i would avoid using two render contexts.

#259451
Aug 21, 2013 at 12:04am

I was trying to avoid that artifact. I thought it had something to do with playing in the same render context. It seems it didn’t as I did get rid of the problem.

Thank you very much for all your help!!!

#259490

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