Forums > Jitter

Recipe 37: Shatter

June 8, 2007 | 12:00 am

Enjoy!!!!

http://www.cycling74.com/story/2006/2/17/153427/406

Best,
Andrew B.


June 19, 2007 | 10:49 am

hi! great! that was exactly i was looking for. my texcoords were always wrong.

hurra,

dd


June 19, 2007 | 4:43 pm

If you want to make the shards rotate, you can add a few more jit.expr
objects into the process:

#P outlet 21 232 15 0;
#P inlet 21 105 15 0;
#P inlet 589 74 15 0;
#P window setfont "Sans Serif" 9.;
#P window linecount 1;
#P newex 589 102 63 196617 jit.unpack 3;
#P newex 21 169 570 196617 jit.expr @expr in[0]
"in[0].p[1]*cos(in[1])-in[0].p[2]*sin(in[1])"
"in[0].p[2]*cos(in[1])+in[0].p[1]*sin(in[1])" in[0] in[0];
#P newex 21 144 567 196617 jit.expr @expr
"in[0].p[0]*cos(in[1])+in[0].p[2]*sin(in[1])" in[0]
"in[0].p[2]*cos(in[1])-in[0].p[0]*sin(in[1])" in[0] in[0];
#P newex 21 194 583 196617 jit.expr @expr "in[0].p[0]*cos(in[1]) -
in[0].p[1]*sin(in[1])" "in[0].p[1]*cos(in[1]) + in[0].p[0]*sin(in[1])"
in[0] in[0] in[0];
#P comment 606 74 100 196617 xyz rotation matrix;
#P connect 1 0 7 0;
#P connect 6 0 2 0;
#P connect 2 0 3 0;
#P connect 4 0 2 1;
#P connect 4 1 3 1;
#P connect 5 0 4 0;
#P connect 3 0 1 0;
#P connect 4 2 1 1;
#P window clipboard copycount 8;

Enjoy!


June 20, 2007 | 10:14 am

hero of the day!

dd


July 4, 2007 | 12:28 pm

hi! is this operation so cpu intensive? the rotation slows down my machine drastically. where to integrate the rotation matrix?

in fact this op is very inspiring and leads me to some other problems…

btw. sent you a mail to your flickr account concerning your slurp shader. very nice. reminds me of this quaternion julia shader i once saw in vvvv world. required shader 3.0 and did not work in realtime mode.

allthebest,

dd


July 4, 2007 | 5:55 pm

Hi Didi,
Depending on how many quads you are using, there is some pretty heavy
calculation going on in those jit.expr objects. On my G5, it didn’t
seem to slow things down too much, but YMMV.

Those images in flickr are done using a some curvy meshes with a shader
applied that does some interesting things based on Normal calculations.
There really isn’t so much to it, and the math isn’t nearly as difficult
as Julia sets.

AB


Viewing 6 posts - 1 through 6 (of 6 total)