Page 1 of 1

Mapping content to cube faces

Posted: 10 Feb 2012, 13:14
by spikylaura
I'm relatively inexperinced with Ventuz and would really appreciate some help.

I have several sets of content, all currently within one scene (lets call them A,B,C and D) that I want to apply to opposite faces of a Cube (side 1 and side 2) when the operator calls for them. So, for example, content A is visible on side 1, the user hits a key to call D next, the cube rotates 180 and D is on side 2. The user the calls for content B, the cube rotates 180, and B is on side 2.

I'm sure this is very straightforward when you know how, but I want to make sure i do it in the most efficient way. Any guidance gratefully received!

Many thanks,

Paul

Re: Mapping content to cube faces

Posted: 10 Feb 2012, 19:15
by Lukasz_stryjek
I think it can be done easily by constructing the cube by hand from 6 planes with different texture on each. You can get different content vision by rendering 6 render targets and using them as textures.
As for cube rotation I think it can be done with value switch node.

If those nodes are new for you just hover your mouse over them in toolkit and hit F1. Then choose interactive example.

Good luck.

Re: Mapping content to cube faces

Posted: 18 Feb 2012, 00:05
by ErikB
6 planes is definitely the easiest for this. As for the rotation... have a look at this tutorial in the help files:

http://www.ventuz.com/support/help/late ... Logic.html

that might be of help?

Re: Mapping content to cube faces

Posted: 18 Feb 2012, 11:53
by chriss0212
hi all

as a little carneval present...try this :-)

it is done without any keyframe animation and its using 6 planes! the big advantage is: it is working even if the animation is not completed!

so don't forget the power of a counter in combination with a damper!

greetz and helau

chriss

Re: Mapping content to cube faces

Posted: 18 Feb 2012, 12:14
by chriss0212
.......do you like my carneval costume?

greetz

chriss

Re: Mapping content to cube faces

Posted: 20 Feb 2012, 13:10
by squiggle
Hi Chriss, very nice, thanks.

I try to avoid keyframe-anims wherever possible, math-nodes mostly do a far better (and leaner) job(*). Added benefit: no unclear states.

If I may add a suggestion: use an Oscillator instead of a Damper (see attachment). The "wobbling" IMO gives you a much more organic and natural looking movement (that would be a total bitch to create with Keyframe-Anims). Only drawback: Osci-nodes are a bit harder to time, since the duration is not absolute but depends on frequency & damping... usually take some time to get it "just right".

squiggle

(*) I very often use a chain like this: Bool-Node (for the state) ---> Clipping-Node (translates 0/1 to the correct range) ---> Oscillator or Damper (for the transition/animation).
cubeAnimationOsci.vza
Chiss' example with Osci instead of Damper
(789.53 KiB) Downloaded 542 times

Re: Mapping content to cube faces

Posted: 21 Feb 2012, 15:46
by chriss0212
hi squiggle

yes...the osci instead of the damper is another option :-)

thx and greetz

chriss

Re: Mapping content to cube faces

Posted: 27 Feb 2012, 12:26
by spikylaura
Many thanks for all your replies - I didn't have reply notification turned on, hence the slow reply.

I should have been clearer in my original post - the cube I'm trying to map onto has rounded edges, so constructing it out of 6 rectangles is not an option. I have ended up creating a Case Switch for each side and a friend is writing a script to control what content is showing on which side, so hopefully problem solved.

Many thanks again

Paul