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Shader Thread

Here you can share your work with other users.

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shermanpat
Posts: 122
Joined: 21 Feb 2012, 22:03
Location: SLC Ut USA

Re: Shader Thread

Post by shermanpat » 19 Nov 2013, 20:10

Getting some head way on understanding it. My issues is I don't see the input properties. How Do I expose the code values to the node properties?
-Sherman
Meru Interactive

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ErikB
Posts: 212
Joined: 10 Jan 2012, 12:52

Re: Shader Thread

Post by ErikB » 26 Nov 2013, 12:41

Just by declaring global variables at the beginning of the code - those are then exposed.

Also you can use much of the Ventuz information such as lights, materials or textures. Look at the help page for the HLSL shader for some more info.

TobiTobsen
Posts: 93
Joined: 18 Jan 2012, 20:02

Re: Shader Thread

Post by TobiTobsen » 26 Nov 2013, 16:28

Hey,
I am playing around with the shader node and did a Mandelbrot Shader, fine so far...
I am wondering how to trigger the shader to kind of recalculate the graphics. When I am zooming in, resolution of the drawn graphics do get pretty bad...
Thanks!
Cheers,
Tobi
http://www.radar-touch.com
http://www.prime-touch.com

Want to filter or transform TUIO data? http://code.google.com/p/tuiotoolbox/
Looking for a tool generating Testpattern for Softedge projections??? I can help: http://code.google.com/p/projection-calc/

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Karol
Posts: 640
Joined: 10 Jan 2012, 12:07

Re: Shader Thread

Post by Karol » 05 Dec 2013, 17:31

Kind of dual-layer metallic shader - taken from ATI demo.
Metal.jpg
Your geometry needs proper UV coordinates!
Attachments
Metalic_Experiment_V4_c.vza
(1015.04 KiB) Downloaded 420 times
Metalic_Experiment_V4_b.vza
(1.04 MiB) Downloaded 382 times
Metalic_Experiment_V4_a.vza
(1.49 MiB) Downloaded 392 times

chriss0212
Posts: 666
Joined: 18 Jan 2012, 20:56
Location: wuppertal
Contact:

Re: Shader Thread

Post by chriss0212 » 06 Dec 2013, 20:09

hey karol

very nice! THX

greetz

christian

TobiTobsen
Posts: 93
Joined: 18 Jan 2012, 20:02

Re: Shader Thread

Post by TobiTobsen » 04 Jan 2014, 12:50

Hey!
find a simple Mandelbrot Shader attached... I like them a lot, really good ones look a lot better than mine :-).
Vza is done with the PLE.

Cheers,
Tobi
Attachments
MandelbrotShader.vza
(21.18 KiB) Downloaded 401 times
http://www.radar-touch.com
http://www.prime-touch.com

Want to filter or transform TUIO data? http://code.google.com/p/tuiotoolbox/
Looking for a tool generating Testpattern for Softedge projections??? I can help: http://code.google.com/p/projection-calc/

gabrielefx
Posts: 169
Joined: 16 Mar 2012, 19:01

Re: Shader Thread

Post by gabrielefx » 22 Jan 2014, 09:37

any plan to develop a velvet shader?

thank you.

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Karol
Posts: 640
Joined: 10 Jan 2012, 12:07

Re: Shader Thread

Post by Karol » 22 Jan 2014, 10:24

Hi!

Could you post some sample images what you expect?

Karol

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shermanpat
Posts: 122
Joined: 21 Feb 2012, 22:03
Location: SLC Ut USA

Re: Shader Thread

Post by shermanpat » 13 Mar 2014, 18:34

Trying to figure out an error in a shader.

error is:
"global variables cannot use the "half" type in ps_3_0. To treat this variable as a float use the backwards compatibilty flag"

this is the line of code getting the error.


QUAD_REAL2 QuadScreenSize : VIEWPORTPIXELSIZE <
string UIName="Screen Size";
string UIWidget="None";
>;

Do i just need to get the screen size in a different way. This is sample code that i am trying to use.
-Sherman
Meru Interactive

User avatar
shermanpat
Posts: 122
Joined: 21 Feb 2012, 22:03
Location: SLC Ut USA

Re: Shader Thread

Post by shermanpat » 13 Mar 2014, 19:44

ok posted too soon, found a fix.

#define QUAD_REAL float
#define QUAD_REAL2 float2 //This was set to "half2" just had to set it to "float2"
#define QUAD_REAL3 half3
#define QUAD_REAL4 half4


This for a shadow from a single light point. Got the code to compiled right, now i have to figure out how to set up the ventuz scene and feed position data to the shader. This might take a while...
-Sherman
Meru Interactive

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