[sharing] Triplehead2go rendering setup (updated for Max6 and jit.gl.node)

Feb 17, 2012 at 5:40pm

[sharing] Triplehead2go rendering setup (updated for Max6 and jit.gl.node)

Now that the shared context problems are resolved in Max6.0.4 I updated my Triplehead2go rendering setup (original: http://www.cycling74.com/forums/topic.php?id=33397). It renders 3 rotated views of the scene and maps them on the 3 outputs (3x800x600). It now works with jit.gl.node which makes it quite a bit cleaner. It includes a preview window using shared contexts on GPU for performance.

Question 1: although sync is set to 0 on the windows I need to manually resend ‘sync 0′ after the patch has loaded for it to take effect. Any ideas why?
I need it because my preview monitor runs at 60hz while my triplehead beamers run at up to 85hz. With sync on Jitter locks to the 60hz monitor.

Question 2: is there a more efficient way of doing this than rendering the scene as 3 separate meshes, one for each view?

– Pasted Max Patch, click to expand. –
#61838
Feb 17, 2012 at 7:00pm

q2: there (edit: may be) no need to repeat the rendering, when you can use jit.gl.camera to have multiple views. It can definitely do different viewports, but can it do multiple rotations, for instance?

this patch by robert ramirez shows a simple version of it – look out for the @viewport attribute:

– Pasted Max Patch, click to expand. –
#223275
Feb 17, 2012 at 8:01pm

tanx for the tip! i was totally oblivious to the existence of that object… will work out whether it’s applicable to this case.

#223276
Feb 18, 2012 at 1:03pm

and here’s the jit.gl.camera version. uses 3 camera’s instead of 3 meshes. renders each view to texture and videoplane separately for slab processing. pretty nice and clean. i like.

– Pasted Max Patch, click to expand. –
#223277
Feb 18, 2012 at 2:08pm

now that i think of it, it probably could do with one view node instead of 3. it can contain the 3 videoplanes. gonna try that.

#223278
Feb 18, 2012 at 3:47pm

yup, that works. i don’t think it gets any simpler than this. great stuff this node object.

– Pasted Max Patch, click to expand. –
#223279
Feb 20, 2012 at 4:16pm

now with keystone correction / projection mapping using jit.gl.cornerpin on each of the 3 outputs.

– Pasted Max Patch, click to expand. –
#223280
Feb 21, 2012 at 10:49am

Nice work. As far as I can tell the videoplanes are now extraneous – once you use jit.gl.cornerpin you lose all of the translation and rotation possibilities.

#223281
Feb 21, 2012 at 11:14am

you’re right, tanx.

i thought the videoplanes were grabbing the cornerpin outputs but they aren’t. can be removed from the patch and it will still function.

now i need to come up with something to clip the 3 cornerpin outputs to the 800×600 size of each triplehead output. i don’t want them to overlap or bleed into each other. thought the videoplanes were doing that.

#223282
Jun 27, 2012 at 8:53am

sorry to dig up an old thread, just what to say thanks a bunch, this patch is great!!!

#223283
Jun 28, 2012 at 8:13am

you’re welcome :)

#223284
Jul 23, 2012 at 4:11pm

Super exemple!

What’s happening with the light in this configuration? Each camera seams to get it’s own shadows/light angle.

#223285
Jul 23, 2012 at 8:42pm

not sure about what’s happening there, haven’t been using lighting in my projects

#223286
Mar 2, 2013 at 1:29am

Holy space balls this is great!

#223287
Mar 2, 2013 at 8:44pm

@dtr your model is configured for 3 walls joined consecutively on the horizontal axis. What if I wanted to use this in the corner of a cube like this: http://l.rgbimg.com/cache1nSkH8/users/l/li/littleman/600/ml6lNgW.jpg

@j-Ambroise Vesac were you able to fix the shading of a 3D object?

#223288
Mar 2, 2013 at 9:04pm

You’ll have to play with each camera’s position, rotation and look_at parameters to get the view perspectives you need.

#223289
Mar 3, 2013 at 12:52pm

Wait a sec… Do you mean one beamer projecting into that corner? Then you’d make the output window the size of your beamer resolution and play with the cornerpins (or videoplanes) to map your surfaces.

#223290

You must be logged in to reply to this topic.