question about jitter recipes and general changes to max in the last 10 years or so

    Jan 27 2019 | 4:41 am
    are the older jitter recipes still pretty relevant? or could I just skip to the newest one and still get the picture it is trying to describe?
    I guess my deeper inquiry is about how much jitter has changed in the last 10-13 years or so: Did we have mostly the same OB3d objects and usability? how long has jitter gen/ been a thing? What about the Phys stuff?
    also, in case Andrew sees this(or someone else who knows): I am obsessed with scene warp in the jitter recipes package and wish to understand it deeper. When I go to see how things work with pwindows at the two's, I wonder why the first one seems to output a seemingly unchanged version of what my webcam is picking up. and yet, affecting the input 'range' changes the end result so what is happening there? I also don't understand why the second one outputs the end result into a pwindow even before going into the I assume it's something about how these objects connect behind the scenes besides just the wires. I do so wish there was a more extensive guide to all the OB3D objects and how they all connect, and that's why I want to go into the recipe books a little deeper. just don't want to go over old stuff that is not as relevant anymore. Thanks!

    • Jan 27 2019 | 4:46 am
      also, May not have made this clear but I do understand the basic pix usability and some of the objects that are used inside pix like swiz, vec, norm. I just haven't deeply tried to understand the pix's in scene warp because it's hard to visually see what they do to the program. would there be a better way besides hooking up pwindows?
    • Jan 28 2019 | 7:17 pm
      the jitter recipes are absolutely still relevant for intermediate to advanced jitter learners. some of them (especially in the first 3 or so volumes) are probably using some outdated techniques for basic GL setup, however the algorithms demonstrated are still useful and ingenious.
      things like gl.node,, gl.light, jit.anim.* and jit.phys.* came in max 6. Gen was also introduced in max 6 (jit.gen, jit.pix and with max 7 we had gl.light/gl.material shadows, gl.pass and gl.node multiple render target support (via capture attribute), gl.material @heightmap_mode vtf, and @output_texture support, as well as the incredibly useful object. check out this post for recent max 8 features.
      TBH, those recipes blew my mind when they were first released, and now after working on the jitter codebase for the past 10 years, several of them still blow my mind and I struggle to understand exactly what they're doing. I think an important skill to develop with max/jitter work, is the ability to take a chunk of patch code from one patch and use it in another, even if you don't have perfect understanding of how it functions.
      scenewarp is a fun one. I've taken the opportunity to update this with max 8 / 2019 techniques which hopefully not only simplifies the patch significantly, but also demonstrates the purpose of some of these new objects and how they can be utilized with the algorithms in the jitter recipes. One fun thing to try is to open the process-feedback subpatcher and start dropping any various vizzie-module effects.
    • Jan 28 2019 | 7:26 pm
      also check out this document which collects some recent jitter learning resources.
      and specifically the my favorite object: article, which links to this patch-along video.
    • Jan 28 2019 | 7:55 pm
      I completed the 'my favorite object' and patch along. great resource for sure, hope to see more stuff like this on as that one mystifies me a little.
      playing with scenewarp2019 and it's fun! thanks for sharing
      I will go ahead and explore those earlier recipes a bit deeper now, thanks for your time
    • Jan 28 2019 | 8:00 pm
      hey so, when I use a slab and open up the code to see the params, does vec2 mean i can give it 2 numbers and vec4 mean I can give it 4?
    • Jan 28 2019 | 8:06 pm