Forums > Gen

ifs shader from gen to vdmx

Feb 27 2017 | 6:52 am


im suscessfully made some ifs with the gen object,but it was allways to the same frame…

how can i get the information , what object can it be , to know what status of the pixel was before, so i can compare them and do something with it??

this could be usefull to feedback loops, disolve fx etc..

i tried google but no luck, maybe an gen tutorial on this topic would be nice.

Feb 27 2017 | 7:17 am

What helped me greatly was using the method in the example patch in the Jitter>Gen help file folder! But there’s different ways of doing it.

Feb 27 2017 | 8:05 am

yeah you need to store your history in a texture, and create an inlet for it to read from on the next frame.

Mar 01 2017 | 1:32 am

store the texture? where? it all has to happen inside of the gen object , so i can export it to isf..

im just do not want to write in the shader code

as far i understand the shader from the gen object is processing each pixel with the "code" from the gen object, is there a way to make a memory of the pixel inside the gen object? i read the doc and thought about the sample object, but i dont know how to store the last frame, or more frames inside the gen.

:: maaark:: thx! i will look into it deeply.

Mar 01 2017 | 3:28 am

I totally read over the fact that you want to export it to another environment. Don’t think this is possible. I’m not familiar with VDMX, but I’d try if I were you…

Mar 01 2017 | 4:54 am

the port is not a problem if the source stay in the gen object. so i looke for the memory option inside the gen object. i can then send "exportcode isf" to the gen object and i have my ready to use shader for vdmx… again vdmx is not a problem..

Mar 01 2017 | 8:29 am

There’s no feedback memory in, as it is basically a shader, and there’s no feedback memory objects in shaders either. It’s not a limitation of Max, it’s a limitation of GLSL.

The only way to achieve feedback is to bounce output back into inputs via external textures/buffers. You can do this in Max using; for any other coding environment you’d need to do the equivalent using whatever is available.

Mar 15 2017 | 11:54 pm

This is in fact a limitation of Max and not of GLSL.

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Forums > Gen