My first post so: HELLO!

I’m new to vvvv (33beta9) and studying some of the patches. In a one called Music3D an ArbitraryPoint node is used which is then connected to a grid. Could someone explain how this arrangement works? Am I right in thinking the ArbitraryPoint simply provides the transforms for each point created by the grid and, if so, are the xy settings of the ArbitraryPoint just constant offsets?

Also, when I try to reproduce the ArbitraryPoint (on it’s own) I cannot get a spread even when I feed it the same inputs after manually setting the xy input spreads.

BTW the patch as loaded works fine once I connect the grid to the renderer.

hi and welcome !

there is a max. number of points that you can use with the ArbitraryPoint node. otherwise it should work like in the attached patch, which does basically nothing but drawing the geometry …

basic arbitrary point.v4p (7.4 kB)

Thanks for the info. I think I’ve misunderstood how data flows in a patch :-(

I thought the upper edge of nodes are input only and lower output only but now it seems the spread count, here at least, is determined by the node connected to the output. Correct? Makes sense I suppose and a nice touch but I wasn’t expecting it so it threw me.

For some reason the F1-help wasn’t working for me earlier. Now it does and I have the AP’s help patch up. Wow that’s a nifty demo! Well worth studying. I keep coming across unexpecteded features like the Mouse node and now different coloured (grey) connector lines (still trying to figure out how that is done). Guess I need to dig into the help more.

you´re right about the reversed data flow in the ArbitraryPoint node. Its somehow simple to do it like this, but not really flexible to use and absolutely confusing for newcomers. These limitations led us implementing the new explicit EX9 system. ArbitraryPoint is kind of a relict of the pre-ex9 implementation within vvvv. The new and clean way to do this is creating a VertexBuffer with the right coordinates and use that for rendering.

As there are some optimizations in the EX9 pipeline still missing, ArbitraryPoint has still its uses, as it is currently faster than using a VertexBuffer.

coloured (grey) connector lines

select a line and do Hide on Lock with Ctrl+H.
this will change the selected nodes and lines to grey.
Now press Lock Ctrl+E.
this will hide all grey lines and disables patch editing.
great for using vvvv live.