jit.expr for positioning.
HI,
I have several occurences of a 3d model to be positionned in columns and rows
I use the jit.gl .multiple object and try to understand the content of expr objects used for the positionning in the jit.gl.multiple helpfile.
The problem is that I can't really understand what the norms and snorms are standing for (idem for the index between square brakets)
is there a place where to learn about jit.expr functionnalities?
thanks
norm[x] and snorm[x] refer to a range of values across a given dimension x. norm ranges from 0 - 1, while snorm ranges from -1 to 1.
thanks for your answer but it is still obscure to me.
where could I find tutorial for real beginners?
I can't figure how to iterate my model in rows and columns (even with the jit.expr helpfile that is not really detailed.)
thanks for any link
see if this patch helps.
No tutorials as far as I know. You'll have to struggle with it as we all do. jit.cellblock can be very helpful in figuring this all out:
FYI this might help: https://cycling74.com/tutorials/demystifying-expressions-in-jitter/
Thanks.
In order to delete some model in precise row, I'm tring to manually empty jit.cellblock by sending "clear" message to the proper cell.
The problem is that when connected to a jit.expr object, I'm not allowed to make the cellblock change any value.
So how could I delete some values?
I'm completely stuck. maybe I mislead and should find an other way to position my pattern unless there is a way to manually modify cellblock.
Thanks for precious help.
i would suggest you post a patch so we can get a better understanding of what you are trying to achieve.
Sorry,
Here is my patch.
I found an expression that creates a simple hexagonal pattern based on my 3d model;
but I wish I could create other "rings" of hexagones to copy the illustration I have posted before.
After that, I planed to delete ( manually or randomly) some of my hexagones. ( I tried, at first, to deal with a jit.cellblock that I could manually edit but I forgot about that)
The best way would certainly be to iterate the created polygones and decide, after that, to make it visible or not.
I hope to be clear enough.
Thanks.
Hello,
Groping along, I finally found a way to recreate the pattern I desired.
I used three different expressions to create 3 rings of polygons; so It is certainly not the best way to construct the entire structure.
I have difficulties to reduct those 3 expressions in a single one. Being able to do that would allow me to control each rotation degree of my instances through one single matrice.
Thanks for you help.