Displacementmap for ParticlesGPU_2d_Dynamic_FieldTexture?

i am playing with dottore’s 2d_Dynamic_FieldTexture from ParticlesGPU Shader Library.
I checked this thread:
and i can get some particles displacement (“edit the vectors of the field texture”) using tracking data

Is there are way to fake flow motion with feeding Fields Texture with Displacementmap>DistortFlow stuff from TextureFX? avoiding tracking business?
atm I get some displacement of particles, but it’s really “rough” displacement (like the particles are just “shifted away”) and I can’t figure out how to make it softer.
thanx for any help and cheers

Hey DiMiX,

Check this Unc´s shader, it was very useful for me ;)

other tip:
you don´t need color information out of the contour, try to have only the color texture inside it.
the rest is trial and error…


hi lasal,
now i see why you are fun of metallica: never saw this shader as option to get displacementmap source. thanx a lot.

Have fun ;)

You could try also Optical Flow from Elliot Woods…

@robe: i am very interesed - can you link me to?
edit: OK found - OpenCV plugin, but till now could not get it running, will have another try

Also a shader version:

Optical Flow Shader by Foo is as framedifference displacement doesn’t suit my needs, but i got pretty good results playing with red-green matallica’s values.https://vvvv.org/sites/default/files/imagecache/large/images/Matallica%20Displace_1.jpg
Two next questions:

  1. I don’t get how can i change particles behaviour here:https://vvvv.org/sites/default/files/imagecache/large/images/ParticlesBehaviour.JPG

  2. I am wondering if it’s possible to get from the same shader the “look” that particles are emitted from silhouette of the dancer and spread out with displacementMap? ATM i have constantly present “ParticlesGPU_Mesh_Quad” filling out whole renderer. Maybe there is the (workaround) way to make just part of that visible through alpha value?

1- Do you mean out of the siluete?
Try to use several textures as a vector field, added to the tracking one.

2- As a emitter for the particles you can use pipet or contour tracking, and then send the data to the emitter texture.
It would be great to use the same vector filed texture obtained using metalica as a emitter… maybe a shader which transform this field in something useful for the emitter texture would be better for the performance.

Suerte ;)