Problem with jit.gl.node and multiple jit.gl.camera (s)

Jul 4, 2012 at 9:09pm

Problem with jit.gl.node and multiple jit.gl.camera (s)

Hi All,

I’m having trouble getting the results I want with a patch using 3 jit.gl.camera objects.

I have a “room” object that is in a Collada (dae) file. I read that into a jit.gl.model object. It has UV mapped textures. I can set up 3 jit.gl.camera objects, each viewing a wall of the “room” (there are just 3 walls to start).

I can display the “main” room by default, and enable/disable each of the three cams to position and see what each camera’s view is.

So far so good. I can’t seem to get my head around how to capture each camera view and ultimately display the 3 views side-by-side on my main.

I’ve tried using @capture on the cams and hooking them up to jit.gl.videoplanes (3) … somehow I can’t get it all to sit right.

ANy ideas would be helpful, and I’m uploading a patch and the files so that the “room” model can be loaded.

I know I need to make the jit.window window 3 times as wide, but I’m lost as to which objects get handled by the jit.gl.node, the main render context – who gets what to make it all work.

The final result should yield left wall of room flat on left videoplane, center flat on center, and right wall flat on right videoplane. Like a 3-wall room UV-unwrapped.

Thanks!

Valentin

Attachments:
  1. ValRoom.zip
#39784
Jul 4, 2012 at 9:32pm
#140243
Jul 4, 2012 at 11:04pm

Hi,

I actually tried working from those variations on a patch – Problem is that for some reason, it doesn’t pick up the textures that are pulled in by the .dae file of the model.

The patches you referred to work fine if I setup as-is, or replace the gridshape with a model and 1 texture e.g. a jit.qt.movie feeding a jit.gl.texture – name the texture, and have the model use a texture of that name – easy peasy. I get beautiful video on all walls… in all camera views.

When I just read the .dae file though , in one of those patches, the model appears blank, and none of the intended images are displayed on the walls.

I think it has to do with the node, and jit.gl.render naming, and who “belongs” to what… but it doesn’t work that way.. at least not without some mod that I couldn’t figure out.

Any tweaks to those patches that might work would be great.

thx!

V

#140244
Jul 4, 2012 at 11:31pm

Hi dtr -

I just realized that you were the one who came up with those patches – very nice work!

I wondered if it would make sense for you to grab my .dae and supporting .jpgs and try it in one of your patches but with jit.gl.model instead of the gridshape. Maybe it will be obvious to you as to why it doesn’t work – I’m probably missing some little detail.

For reference, the max patch i uploaded will show what each camera view should see if you enable the cameras one-by-one. The final patch should display those three views at once, in a row , as yours do, but with the model (DAE) file and all its textures showing up as in my patch.

Thx!

V

#140245
Jul 9, 2012 at 1:47pm

Stil wondering if anyone has used multiple camera views displayed simultaneously with textured models. This doesn’t seem to work. Would loooove to find some solution!! lol

Thanks!

V

#140246
Jul 9, 2012 at 8:06pm

the basic steps to do this are:
- create a jit.gl.node object and add your 3 gl.cameras and gl.model object to this node-context
- set @capture 1 on your 3 cameras – this will capture that camera view to a texture
- do whatever you want with these textures in the main context

in the patch below, i’m simply displaying the three captured texture views on 3 videoplane objects.

– Pasted Max Patch, click to expand. –
#140247
Jul 9, 2012 at 11:30pm

Hi Robert,

Thanks so much for looking into this =)

It looks like it is necessary to “wire-up” the jit.gl.node object instead of using the naming scheme in the example patches that dtr suggested.

It works right away – and I am able to modify and continue the patch with the real artwork I intended mapped to the model – still all hangs together. Perfect.

Is there a way that would accomplish the same result using the patch mod you posted, but using named contexts and nodes, or is wiring the node to its “members” the only way to have everything work when using nodes and a model that has its own textures?

Thanks so much!

Valentin

#140248
Jul 10, 2012 at 3:51pm

there should be no difference between using gl.node and gl.model wirelessly or wired.
if you are experiencing otherwise, please provide a simple patch demonstrating this.

– Pasted Max Patch, click to expand. –
#140249
Jul 20, 2012 at 9:48pm

I’m having a similar problem. I need to be able to render a single instance of jit.gl.model with 5 camera views to 5 different renders and windows. I’ve been searching the forums for hours. Is there any way to get a model or a mesh to multiple contexts with different camera views

#140250
Jul 22, 2012 at 8:08pm

if the multiple contexts are on the same GPU, they can be shared contexts, and you can do something like the following.

unfortunately, there appears to be a bug that is keeping the model’s texture from loading properly.
this has been fixed for the next update.

– Pasted Max Patch, click to expand. –
#140251
Jul 31, 2012 at 6:53am

Thanks so much, I get it now. I’ve been a VVVV user up until recently so i’ve been struggling with the render context thing. Lucky me I don’t need the original texture for this project :P Thanks again for your help.

Kurt

#140252

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