Multiple + Mesh

Mar 27, 2008 at 2:23pm

Multiple + Mesh

Hi Im basically trying to take a plane, modify the geometry with matrix data then pass this to a mesh before copying it to jit.multiple to create a stack of the modified objects. This is then passed as a texture to be effected by a slab. In the example below this works but I still get the original mesh displayed along with the multiple copies which are modified by the shader. I want everything to pass through the slab. Am i doing this the wrong way, do I need both mesh and multiple?

max v2;
#N vpatcher 444 49 1461 788;
#P origin 14 -29;
#P window setfont “Sans Serif” 9.;
#P window linecount 1;
#P message 635 374 30 196617 read;
#P newex 757 515 48 196617 loadbang;
#P comment 885 385 100 196617 Shader Params;
#P flonum 896 239 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 214 355 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P message 214 377 75 196617 scale $1 $1 $1;
#P message 696 681 254 196617 rotate 207.969025 0.267761 0.602924 0.751522;
#P message 693 698 254 196617 position -0.059737 -0.885305 0.545267;
#P message 456 542 254 196617 rotate 177.488647 0.047066 0.62318 0.78066;
#P message 452 560 254 196617 position -0.038232 -0.698925 0.545267;
#P message 548 608 254 196617 position -0.057348 -0.666667 0.545267;
#P message 209 500 254 196617 position -0.062127 -0.860215 0.389905;
#P message 206 483 254 196617 rotate 104.923882 -0.921087 0.279936 0.270624;
#P message 467 524 254 196617 rotate 87.691414 -0.932152 0.269079 0.242259;
#P newex 474 471 62 196617 prepend set;
#P message 558 658 221 196617 position 0.004465 -0.937891 -0.616146;
#P message 570 642 221 196617 rotate 180.4 0.001717 0.687046 0.726611;
#P message 299 338 23 196617 0.5;
#P flonum 874 320 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P message 873 349 81 196617 param width $1;
#P newex 197 309 102 196617 jit.op @op * @val 1.;
#B color 6;
#P newex 197 285 187 196617 jit.slide @slide_up 10 @slide_down 0.6;
#B color 6;
#P newex 706 372 152 196617 jit.gl.slab foo @file cf.sobel.jxs;
#P newex 706 404 99 196617 jit.gl.videoplane foo;
#P newex 706 336 154 196617 jit.gl.texture foo @name boxtex;
#P newex 713 253 151 196617 jit.expr @expr 0. 0. “norm[0]“;
#P newex 713 274 149 196617 jit.op @op * @val 1.;
#P newex 713 233 115 196617 jit.matrix 3 float32 20;
#P newex 713 295 346 196617 jit.gl.multiple foo @targetname help @glparams position @capture boxtex;
#P newex 197 263 155 196617 jit.op @op pass pass + pass pass;
#P newex 37 320 44 196617 r grimy;
#P newex 197 213 129 196617 jit.matrix 5 float32 20 20;
#P newex 101 440 316 196617 jit.gl.mesh foo @color 1.23 0. 0. 0.48 @blend_enable 1 @name help;
#P toggle 281 571 15 0;
#P message 281 589 55 196617 floating $1;
#P hidden message 36 528 68 196617 camera 0 0 4;
#P toggle 208 571 15 0;
#P newex 169 570 35 196617 sel 27;
#P message 208 589 68 196617 fullscreen $1;
#P newex 126 613 145 196617 jit.window foo @depthbuffer 1;
#P newex 124 570 40 196617 key;
#P number 93 132 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P message 94 161 54 196617 dim $1 $1;
#P user jit.fpsgui 45 240 60 196617 0;
#P hidden newex 519 352 50 196617 loadbang;
#P number 46 92 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P toggle 1 92 15 0;
#P newex 1 118 57 196617 qmetro 20;
#P newex 1 214 55 196617 t b erase b;
#P newex 197 183 387 196617 jit.gl.gridshape @matrixoutput 1 @shape plane @blend_enable 1 @smooth_shading 1;
#P newex 18 686 282 196617 jit.gl.render foo @ortho 2 @scale 1.5 1. 1. @blend_enable 1;
#P comment 346 248 100 196617 Geometry mods here;
#P window setfont “Sans Serif” 14.;
#P window linecount 2;
#P comment 865 197 100 196622 Stacking shapes here;
#P user panel 853 156 128 128;
#X brgb 191 191 191;
#X frgb 0 0 0;
#X border 1;
#X rounded 0;
#X shadow 0;
#X done;
#P connect 7 0 6 0;
#P connect 6 0 5 0;
#P hidden fasten 18 0 3 0 41 587 23 587;
#P connect 5 0 3 0;
#P fasten 5 1 3 0 28 242 23 242;
#P hidden fasten 9 0 18 0 524 467 41 467;
#P connect 5 2 10 0;
#P connect 8 0 6 1;
#P connect 12 0 11 0;
#P connect 38 0 21 0;
#P connect 37 0 21 0;
#P fasten 23 0 21 0 42 360 106 360;
#P connect 41 0 21 0;
#P connect 42 0 21 0;
#P connect 43 0 21 0;
#P connect 45 0 21 0;
#P connect 44 0 21 0;
#P connect 33 0 21 0;
#P connect 46 0 21 0;
#P connect 47 0 21 0;
#P connect 48 0 21 0;
#P fasten 19 0 14 0 286 608 131 608;
#P fasten 15 0 14 0 213 608 131 608;
#P fasten 13 0 16 0 129 589 166 589 166 568 174 568;
#P fasten 11 0 4 0 99 189 202 189;
#P fasten 6 0 4 0 6 159 202 159;
#P fasten 11 0 22 0 99 207 202 207;
#P fasten 4 0 22 0 202 205 202 205;
#P connect 22 0 24 0;
#P connect 24 0 32 0;
#P connect 32 0 33 0;
#P fasten 16 0 17 0 174 588 205 588 205 568 213 568;
#P connect 17 0 15 0;
#P connect 49 0 48 0;
#P connect 36 0 48 0;
#P connect 20 0 19 0;
#P connect 52 0 36 0;
#P connect 39 0 40 0;
#P connect 52 0 46 0;
#P connect 52 0 47 0;
#P fasten 5 2 29 0 50 306 711 306;
#P connect 53 0 31 0;
#P fasten 34 0 31 0 878 368 711 368;
#P connect 29 0 31 0;
#P connect 31 0 30 0;
#P connect 5 2 26 0;
#P connect 26 0 28 0;
#P connect 28 0 27 0;
#P connect 27 0 25 0;
#P connect 50 0 27 1;
#P connect 35 0 34 0;
#P pop;

#36556
Mar 27, 2008 at 2:36pm

Set your jit.gl.mesh to @automatic 0 and viola. :)

Zachary

#125557
Mar 27, 2008 at 2:43pm

Great, Many thanks!

#125558

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