instantiating jit.gl.lights with jit.gl.multiple?
Is it possible to instantiate jit.gl.lights with jit.gl.multiple?
If not, is there some way instantiate lights?
A light is instantiated by creating a jit.gl.light object. If you create several jit.gl.light objects, you will have several lights in your scene. jit.gl.multiple works by manipulating an existing object and changing its properties repeatedly to effect different visual results. This works for geometry because you can draw the same shape in many places, but for lights, which are operating ont he scene as a whole, it doesn’t make sense. For something like this we would probably need a jit.gl.lightmultiple object that was itself a light controlling several lights.
For an example of multiple lights in action, see the Jitter sneak peak video at around 2:12
I’m working on an array of colored objects and I want to attach a light to each single object so it will look like each object is producing light, this array is generated procedurally using jit.gl.multiple, it could change dinamically from one object to dozens, so in need a way to create and control multiple lights dynamically as jit.gl.multiple does.
I understand your point about light as a whole on a standard 3d scenario, anyway is there some way to create multiple lights procedurally?
May be there is some way of creating a material so an object can "produce" light affecting it’s surrounding?
Thanks for your patience :)
With the way lights are currently implemented in Max6, you’re going to max out at 8 lights. Also, the more lights, the more performance is going to suffer. 8 lights fullscreen can be slow depending on your graphics card. The only way around this problem is with deferred shading, which is not how Jitter is architected right now.
Instead, I think your best bet is to fake it and figure out some way to give the illusion of light emission. Most games do this with a glow effect. Glow effects are essentially selectively applied blurs.
Here’s quick stab making a glow effect that actually works pretty well. I’ve used jit.gl.node to capture geometry to texture and jit.gl.pix to write the different parts of the glow effect:
----------begin_max5_patcher---------- 2181.3oc6cssbaiiD8Y4uBTrlGl3nQCwEdQ6T6TdlW1WlOfsp3TpnEgkPVJR sjP1Nap7uu3BIMokDEDsMkTFTtrUL.HPiCZznOMa37sqF4bW1SzBGv+.7Ivn Qe6pQiTEIKXT4uOxYUzSyShJTMyIk9X1cewYrtJN8Itp3jrn3UzhB.bhWUko aVksgmP4pmDVV55H97krzEyxoy45QFhm3NFfc8jeDhj+D4NwE74xGgEqFCw3 9Kd0898Yo7znUTUU+QNKJopF8fx+5Zpt6cbp6I4CUv9epJfxApVRYo0Bprru e0UxeL1PTYd1pUzT9VvxhjrGApAbmXh69wDRnBFBHxOftvNAExgAkgdlGsZc B69uB3Ko.IJbz..1SoNPLCAvmNDHhyy2vNZkdrmuZ9MU8wzt05gu+Z8MV.m8 HKluTVpmacqkSypUVmd.SRqCQKnaonnFKfK3mf8vtgRofDFH+vWou.C2MDRH u6PH5MGU9IHvs2nhV+5.nh2YIprmCYtFflbzvwTkxAA6pNiAMwa+ayH3dfF2 KN5iexfjuv3SVjLYM6ocCLn8CLHk3AHDkAVuNsuR5iAHgrMaQxLortIWnh2W SRJYmlWBNkninKXIzGn4ErrzFsVXnZ85FEOpwiHgzujo5H+w0EwR0E4VWTN8 AV0y6pKTrPcUUkU.XnmB.wgS0azTe342.BEKpKlmkn6+OAbmLcb6ezrgIYy+ Oz3lRhS1ZZJKccNsPbDaDuRjppNldezlD9rcClsq+9n4z89v6bAcjyhbVbVp THZ8jxhqFNg4FsAFulyZUKRiVuiGtPLO1TbWTtDhuKosLwyxRZWU8ppX2QTJ aUDmxYZgE4V+brUqyYo7V8EMMRzGKKlmmkjzpqz07vNpIVrvOmVe5maSnTzb 15pk.mZLJlsfVvaWFOZQQ6RZ4lcSMxla6aUdWa+aaBXcTdzJf9.C3DgP2rU6 zL4dcIApTggkdbgeoEgWZUHr4Hse8ntODoCyAaaRvspbk0yxMl8DRmmESksr unkx2HfdyOw0WSgY59QKuAGsPMpPNaUC1s42ldWxl7elsZwXsZyG.eSV5s7b pvRcJP+K2xcm.C7PWWH8kmpauvV4pO.9Xyl36EBtF7yUkbK+ksWz7xg4iczn eorQUM4EiBwEevQAcsQiSUyZLRMFHW+COPXyFH7KGneS9u9t5WEeGW.9m.VJ 5WiYqT0HV1ghhzqNovwf3hO7aNugp7cXEgkBfuxsBZ6FZGs5xrA7h1rQGXnP Z6BDcMADID04o3fCghDyQQSgI3NfomOTOgktuyvTyFY86F+Jx1jOuZEr7fCP 6Il37UNKs1EmOUaxD.a0tkr331dTnODtPdjdr4q0GqD6YnDS1pcmJIFdDX7a gD+rhRLU3zmnGl+0YyiDdtuaclZ00xygmr5ormUZcp1y6v9qn+sSG3Rc+n7C xrdA74qdV5OaHhACLfHFxRDaKhXn.s0xodVhXVhXVhXVhXVhXVhXVhXVhXVh XVhXVhX+siH10fadHJQ3AVvwSFKT6FMVk+EAgcRFysmjwDdOmKIJdBeWpxD1 4tnzEGedKHXXHeGp5W5kaW3CtOucYkP8tmvNGjEO3FgaDB238I8lOuNyNfP+ NwHxIfPO5bmPulHeoJl93XOKcdKc9gmNu1JPucHGFnCFkN0F8Njuj9+n5Q90 Rfr+nneXCJ9nCghCOAenka3khln.CQ8Ovb5bT1TPD8iJH9wWgAQsWQjo6Ne7 1x+ngOXcWBwnnDFIvve7CRgoT9wmMT9wWbAo.cDXLzFVkiIrJe7UGPkq+w3c iKIYzjVqwDpIZG+P5WDFDh6JItw8IItOdJzgu4vSZVLEby7n0RN8hMY2PyiJ nyT7bEZvpu1MzgOLzEp8UgzcrHdixx6wCwUtpavTwTdYzZIhp.Pn9qdq6Qz5 dAcGvqgNff8A3tOISzGGMPnuGEkN.60ILfldXXPYQhJLHLSG1fl2Fr8bGKFO TAG786pJg0DY69R4fB9a1UUBiM3Bbg7ujtpRu9zACOEd3zACgsoCl8d4Xier McvroClMcvroClMcvrg72lNX1zAylNX1zAqEQrRxNfaDrS3zbPJMJW5eXeSO Lcbffd3tXmAmdJXmcVQhUmfXcShEFZIwZuSSVRrVRrVRrVRrVRrVRrVRrVRr VRrVRrVRrsHh8.KllsNIJUvikmGkVbu3nfYRG34.D3FAzvWV95zEn9MIQeUv zUTg32Siqp.1WtbdXR8EwnCxbAW.o.wIHQbJAQyRDGn+ETh3ru7BPoWdzoDP URdE5+7IU6Kk.fdWfoDvxnz3D5wuIrjwDTEJkftCnxvjBb8QY4tMbt3DhiVq n7pyTOs6XxiL7pEdojAZUycix.M3kPFnwyVrXeaA5JaglZpNvzdkkYpf77dq c7eEhSdF34rT8Hm9jFIP19l9ACx0t8MzzHGbGPcH6Qu4PCJ5KCgWPWfheeAE wVBsrcJcK4QVZb1iB29XBQDbqy+R9er.+YTRxsN8DyJy8Nn2zN+KO+q.0N09 wkKIJj2W3Qeda2VaIWpnS1ZvMhu+80u9+PIT5uFty2DF9x8OTBR3JMiUHYBL eYTNf3BHt8Etz4+KD0cVcdBOCW8fsCGiF7dYHBJgvsClQKN+6It.xLDuQi1J n.aGPfsVLMUdlZf3DLXRSfARi+fIM9FHMjAUZfmMRiGz.vAObxCwj8UDzvIO DSjG3vIOXSjGuyL4Y.0ePmYqWma6ubMPdfC24VXiNGc3DGS1tCGtCRwlr8B6 NbxiwpyvgSdfmQ3iIVeFNwAYhaguvD9IWdPAmYxyv4oJxDGmQC35kItNCCGN 4Aed4cnINaLbqVPSzlwmYxCb3rF9BE0S9tKnITAGPewfmY61MCeFP8GS7UEN f5OmYNGZj7LjqWn2QtEfOe02u5+yBSnk. -----------end_max5_patcher-----------
Got it! terrific example, thanks a lot!
(By the way, cycling74 should change the header and footer of the compressed code from "max5_patcher" to "max6_patcher ;))
It would be cool if Rob Ramirez would post his example patches for the sneak peak jitter OpenGL stuff. had a go at creating the lights patch but of course I cant see what’s going on in his p viz-light sub patches!
Look at the multi.lights.material.maxpat in examples>jitter-examples>render>lights.material for the example
yup, that’s the one.
if there are any other patches from that video you’d like to see, let me know and i’ll try and dig em up.
Awesome, thanks Rob
Forums > Jitter