Problem with jit.gl.node and multiple jit.gl.camera (s)
I’m having trouble getting the results I want with a patch using 3 jit.gl.camera objects.
I have a "room" object that is in a Collada (dae) file. I read that into a jit.gl.model object. It has UV mapped textures. I can set up 3 jit.gl.camera objects, each viewing a wall of the "room" (there are just 3 walls to start).
I can display the "main" room by default, and enable/disable each of the three cams to position and see what each camera’s view is.
So far so good. I can’t seem to get my head around how to capture each camera view and ultimately display the 3 views side-by-side on my main.
I’ve tried using @capture on the cams and hooking them up to jit.gl.videoplanes (3) … somehow I can’t get it all to sit right.
ANy ideas would be helpful, and I’m uploading a patch and the files so that the "room" model can be loaded.
I know I need to make the jit.window window 3 times as wide, but I’m lost as to which objects get handled by the jit.gl.node, the main render context – who gets what to make it all work.
The final result should yield left wall of room flat on left videoplane, center flat on center, and right wall flat on right videoplane. Like a 3-wall room UV-unwrapped.
I actually tried working from those variations on a patch – Problem is that for some reason, it doesn’t pick up the textures that are pulled in by the .dae file of the model.
The patches you referred to work fine if I setup as-is, or replace the gridshape with a model and 1 texture e.g. a jit.qt.movie feeding a jit.gl.texture – name the texture, and have the model use a texture of that name – easy peasy. I get beautiful video on all walls… in all camera views.
When I just read the .dae file though , in one of those patches, the model appears blank, and none of the intended images are displayed on the walls.
I think it has to do with the node, and jit.gl.render naming, and who "belongs" to what… but it doesn’t work that way.. at least not without some mod that I couldn’t figure out.
Any tweaks to those patches that might work would be great.
Hi dtr –
I just realized that you were the one who came up with those patches – very nice work!
I wondered if it would make sense for you to grab my .dae and supporting .jpgs and try it in one of your patches but with jit.gl.model instead of the gridshape. Maybe it will be obvious to you as to why it doesn’t work – I’m probably missing some little detail.
For reference, the max patch i uploaded will show what each camera view should see if you enable the cameras one-by-one. The final patch should display those three views at once, in a row , as yours do, but with the model (DAE) file and all its textures showing up as in my patch.
Stil wondering if anyone has used multiple camera views displayed simultaneously with textured models. This doesn’t seem to work. Would loooove to find some solution!! lol
the basic steps to do this are:
– create a jit.gl.node object and add your 3 gl.cameras and gl.model object to this node-context
– set @capture 1 on your 3 cameras – this will capture that camera view to a texture
– do whatever you want with these textures in the main context
in the patch below, i’m simply displaying the three captured texture views on 3 videoplane objects.
-- Pasted Max Patch, click to expand. --Copy all of the following text. Then, in Max, select New From Clipboard.----------begin_max5_patcher---------- 1312.3oc0Z1rbihCDG+r8SAEmicou.A6oruB6g8xVa4R1n3nTfvKHmjISk28 EIA1dxP7H6fAMkSYBBYQqe7ua0zv2mOKbc4q75vf+H3eBlM66ymMyzjtgYs6 OKrf85lbVsoagR9KkqeJ7N6gT7WUlleRnVtMe4yhLd4tblj20CQl43M+lEvn tFenTpjrBt4P+Ykfke5QpEuYNBDuDz1rbegPlyUFa.drwx8ptVQsstio17nP tcUEeixNyRiZFnfnXyFH.n2ffKAA+a6uwNLpusia+A5oypBlpR7Z3cAggG53 CUkuwkqZlMMC9JlpoGq2qrDb1Ah0XDk0BknTZGN3xn6BLmUf9jZ5y6ym2886 yuyQ3qOg6E8g13qFs5wzz4C174Xt9B9pWDYpG0sRomdE5jKFve4ECrYCh3vE iPKxtPV8UDpnoUnZUnWmPcPUUjeyTUDJveUU3IUTQvfIJ52hAK724gurLqWm 4aI1weN1aivQtrEc1luROu1WwMne38oIo8xi+lWkwjrdIB5m8pqJUrF67auE 5NqNi2KDQwZQBAFavT5My+8y4RxPvEtjsNmOLPgFmpYBljZfAXBXB02XBDfo Zn.I3ICJ3g.Jrh0BtTMPTg.AZpjbq8dNe.3bw1GUA2qOKA6JExl+uakffEfk wM4AGGfVR5Cp2zLtb.cPn0KydOBipfBm5cdYsgiws4QMEdYfg.JNk74kiEZ5 j5msogFUrfhxrEaTu9iNYnjljrz4YQfA2eXUZcaKRMGH39Mrc57KBf8oESln jTOjAPTrMQdzUkuzvJBQTeLWotk.SfSkyIl5gNmsXAAS7SmSf9yRB47Nfn3o 5tDSIF7ESzbCCI9f+Gx+zYcYkmXkY3zQ26CA7vnRsXgfh7TuuSVY7CKL5x5h vzIxsriqsKKZ2LwtkXvWurfli4dIAgfF+rjzzjKVXhhMHCirNpzzQVXVG7PU YwhFEIOuOgE8VJr.mQX0VpEabrjSvxUL2K300rs7eZxWwYYA+UYYAbYFq2hy MPEEEcoxBrMMgla+yVdNpYS5XGuxHK5MbU6emFpx74dMjLLsGbNUOfsVZhH1 nTP537fK9Ersga5Y9Q7ZPWgpO+PDYXPWxEiNyJkXhEY.WBOcK30KBYV4KGQk dd1j2PBHfdLeiScbgSkTyxKns9ePGJWyZlb6sRiUwkY7piXqI4iZ9pMk4kUG 8ggK6CffIEfvDaB9wzIBfpf0AFZ0CaRmVzXKEHk3NYrSjgDO+WAWUUFfw8fm joZMSCdnlP8Tniz4pfhpb6179TFGxVZGqpYh2DfeUagOOIamu1cxXmkcU9r6 6OeVJjpAN+5A3c4vs6tanxwF2lEUaLE5DbOwecjMjEPu8Y+Ba+dBJe9uau3F fq8E2vzuvbg7iuFalykt8eje0k6q1zMTsK1Db7rkwqUBI63auvgEqOoSOJxx 3xSC4jIp0pGyE.PuWHuDyA5OlShCzIczrFpCVSxnYMwNXMQil0D4hvgNZlCw E+J73cwh3hRFNdRYhKZYT73YOXGrG8ioerrGfmoebwbFMqA6YdWXm7tFufgX Oy6B6hZVWSkyZOEhLy6USalNHZj4QQ0dO7Qlzt+vd.ScRv1mYkdmi1vfM4Pd FrQtrvLb7BkgP90ROHfmYOtXNil0.S8pH8vX+JxJj3WNWPrWkENzgrv8KqYD yRvEyYDWmvEy4pCCZqKAa2tm4U0siowRBKXOUZJwR7clcER6tlQLrh+rnq+Q y0i16y+e.OlU6rA -----------end_max5_patcher-----------
Thanks so much for looking into this =)
It looks like it is necessary to "wire-up" the jit.gl.node object instead of using the naming scheme in the example patches that dtr suggested.
It works right away – and I am able to modify and continue the patch with the real artwork I intended mapped to the model – still all hangs together. Perfect.
Is there a way that would accomplish the same result using the patch mod you posted, but using named contexts and nodes, or is wiring the node to its "members" the only way to have everything work when using nodes and a model that has its own textures?
Thanks so much!
there should be no difference between using gl.node and gl.model wirelessly or wired.
if you are experiencing otherwise, please provide a simple patch demonstrating this.
-- Pasted Max Patch, click to expand. --Copy all of the following text. Then, in Max, select New From Clipboard.----------begin_max5_patcher---------- 617.3ocyW9sjZCBEF+5jmBlbs0IjXhq8p9Tza5riCJGi3j.V.Wc6N66dCPhU aM+Y6jxzafIGgS9N+3CH9VXPzFwEPEg9L5anff2BCBrgLABZdNHphbYaIQYG VDGNK1bHZl6mzvEsM7AlddQ47JAEJQ75VzW1wJAjBdsRbRNmRf14vOUw3kf1 lObSvcBtlSp.ax9JHoDN4lIHNoamQRSziD818LdwZIrU6pfz734wyPIYttjm rc34wnmalDiZeA0UvmRaSuK25WOBtrXpk0UDsjcIZFJJ55jMZTw9gcX3j4wl nuGFZZlMIzywMCFrHbh.V5v.K11gyx5CXI8Brhx0lx4jDrPapAWEnTjB3OHm DTf9gfJ4CCJb2fJA6HTpsy4uvqdLmvcCJO5k1S3zROrmqkLYKscNmTWVHbb2 nYpcLZQQw..XzK+3DaYsJ0z57.l1GUhqhtlFYMa0fbMvIaJskRbWUOiW+ldd 5LAZzFDHIJOX.ZXC1cTR9h9V+W14x+FBuvXAbh1CaS9d8ZiTfx92e1QKfb9l 779.Td+.xSGeblwohy02fqHDD1aVnDmEBmz60PKFzC4wSYk.mBR+QnlKpG3T V+RHhVKOwlHFL79njzwvfq6qMpyFcWofnYl5+Ce47MK9qOyn58leH+o6nkcx QkL9u+4z1JwD+dDpp+p3ssu5lKNP+pTnfpVr0BVvuYL42Ml8LJE32duBkoLW 0XwviWJGqZVNB0f8pZv+2nl7QvlkdSMYiPMK7lZLe76vFm3+R831jQNd7EPp ZxoUJ0mHcPX2mmOy9Hi6dzlw5+kvKr1wuLzjs2C+I.ic.R. -----------end_max5_patcher-----------
I’m having a similar problem. I need to be able to render a single instance of jit.gl.model with 5 camera views to 5 different renders and windows. I’ve been searching the forums for hours. Is there any way to get a model or a mesh to multiple contexts with different camera views
if the multiple contexts are on the same GPU, they can be shared contexts, and you can do something like the following.
unfortunately, there appears to be a bug that is keeping the model’s texture from loading properly.
this has been fixed for the next update.
-- Pasted Max Patch, click to expand. --Copy all of the following text. Then, in Max, select New From Clipboard.----------begin_max5_patcher---------- 803.3oc0X1sbhBCEG+Z7oHSt10g.HP2q7oXuYmcbhPTSWLgMIVsam9tu4Kq0 1pEnUJ63HTBGS9e9kyI4j9vn.3B9dhDB9N3mfffGFEDXaxzPf+4.3F79hJrz ZFjQ1wWbKbr6UJxdks4aopIqplHHrRh.Tn1GcvD9VUEQotul3FF3BLaEbL.B A+xaxRNSIo+0Z.JZRnu4ZrpXMksZtfTnb+3zP8aAnL2MqsfHzjvm5J11MTld 7rhE4ajVZ0nV2eCkCe1fxvarCJ7GDQIlggG6EmrscSjowGGMxbY7GGS6nrR9 NKi.yVJwX.BLStFKHk.zUgZIVbE4fWTTR6oVZ+PMrRI1ROKC5huiPV2MIxEx LMr8NeVSbdizssSX3EUj2lInO2HIcB2czRButByH9.Jk.yjK4hMZFHIJv4yC 08v7MXkftuqwUQHKMSx8wWcHcL4KOc7TH1q7yuNVhOnLtC7KdHvuB83JvfY0 bIUQ4LvTPn96rJN+2Xk9uMelUfqUaEjKrFmgnqpla5dsgevnx3ab2RxaOUQC VpF9UQUerZ7zNS07g.T2vKIU5scoUDfjbudvDSJwjqXRdhKbLxWyxMse22AQ NNSCt1Dh0QZEm4KRwdKq8qHF0dXE2AXo3qVUcdfPYpid+YqHKN1dM7v0F6j2 .epqEZWTQDy8kcnsH7ZW5gBr.nWYRRd2hUcV04JVQg1aosOkI6KMk4O5oDAG L8x7oyXwkhjldYpD8Zpzgp3QWky9zqG6ItyK7NHJN0cj5qHfPmjr0tBk9u8X g9XivN65Sa0gBWVwwJpYl53j77czR0ZyqSym74sn806LzwnteF51gKeQsu+R RVA.qnrW9Owx5El1OkTRc8dEGPgemTvQ2njH0yRXS01OylzSrYMsrjvd9Fsk ToYuWq2F9lyXMUMoMPMY8lZl1.0jzapQWXmdGiKqFyA2FPxIu2TSVSfSuplv AiZZxLUbuoFTSxpxGVxAgFVAx4CqH4db1pQ5o+BlyGVx4EwomQOICroqtpGW sO3556HBouOsRQWO3sbagToisORYtGs8HTPtidv9rQld6wQ+CrEqQpG -----------end_max5_patcher-----------
Thanks so much, I get it now. I’ve been a VVVV user up until recently so i’ve been struggling with the render context thing. Lucky me I don’t need the original texture for this project :P Thanks again for your help.
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