2-Line GLSL Point Cloud Clipping in TouchDesigner - TouchDesigner Tutorial 061

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The Interactive & Immersive HQ

The Interactive & Immersive HQ

Күн бұрын

Пікірлер: 17
@MichelaLedwidge
@MichelaLedwidge 2 жыл бұрын
Such a great 2-liner! Thanks for that.
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ 2 жыл бұрын
No problem! Thanks for watching!
@antialias8588
@antialias8588 2 жыл бұрын
Very handy, Thank you!
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ 2 жыл бұрын
Our pleasure!
@michaelproduction8417
@michaelproduction8417 2 жыл бұрын
thanks a lot, btw, I got an error during the code follows, can you advise me? Vertex Shader Compile Results: Compiled Successfully ============= Pixel Shader Compile Results: ERROR: 0:17: 'constructor' : not enough data provided for construction ============= Program Link Results: Attached fragment shader is not compiled.
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ Жыл бұрын
This kind of error can occur when there are mismatched data types somewhere in the code (a vec2 is supplied where a vec4 is expected). I’d start by double checking that you’ve got the code copied down exactly as it is in the video. Make sure you don’t have any typos and (especially important in GLSL) that you haven’t missed any semicolons or curly braces.
@riorokoko
@riorokoko 2 жыл бұрын
Thank you so much !!! Can you also add back point in places where you already cutted them off? Like you can still get some point from where you deleted them. If yes wat are the code lines? :)
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ 2 жыл бұрын
Not easily because once they fail your if statement, the pixels are set to a specific value, so you lose the data in that texture. You could get them back by referencing the original texture again, but at that point it might be better to try not to delete them in the first place. What is the use case for bringing them back?
@taj_ninny
@taj_ninny 2 жыл бұрын
Maybe only setting alpha to 0 and keeping RGB ?
@borjonx
@borjonx 2 жыл бұрын
INCREDIBLE!!! It's wild that you don't have to manually iterate over every pixel in the incoming cloud. Is that handled automatically in GLSL?
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ 2 жыл бұрын
Yup! The whole approach for the GPU is to operate the same bit of code on every single data point. And it can do that at scale which is really cool.
@minhaway5426
@minhaway5426 3 жыл бұрын
Thank you so much!
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ 3 жыл бұрын
No problem, glad you enjoyed it!
@PM-mf9uy
@PM-mf9uy 3 жыл бұрын
Thank you!
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ 3 жыл бұрын
Our pleasure!
@taj_ninny
@taj_ninny 2 жыл бұрын
Quick GLSL tip for a 1-line clip : if (greaterThan(color.rgb, uFieldMax) != false || lessThan(color.rgb, uFieldMin) != false){color = vec4(0.0);} Here you need to use two vec3 which represents minXYZ and maxXYZ enjoy :)
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ 2 жыл бұрын
Great tip! Just shows how many different ways of approaching things there are in GLSL :)
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