is there a way to dissolve a texture into a cloud of pixels within vvvv?
(without a pixelshader)
or does anyone has a suitable shader to achieve this?
look at Pipet (EX9.Texture) and its help patch. with this node its possibe get the color data at one or more positions in your texture.
or generate a spread of quads in a random cloud like shape. now connect the texture transform of the quads to the same transformations as the quads. the quads will now move “behind” your texture.
I trie the first suggestion and that works in an interesting way, although I wonder if this is what Rassim meant. I think he meant that he wants the image to fall apart or explode into little pixels.
But I learned an interesting way to display an image and determine the resolution. I see that you can change the rows and columns with the inspektor. But is there a way that I can control the rows and columns and the spread count at the same time? I was thinking of using a getslice or the counter of an lfo to increase or decrease the values of these parameters but the rows and columns have been ‘locked up’ inside the inspektor.
Other question: can this IOBOX be displayed in a render window?
Hi the rows and colums (from the inspektor) change nothing in the spread it´s just here to help in the “spread” visualisation , just look at the cross(2d) node to arrange the spread of quad like an array ,
And a io box can´t be display in a renderer yet …
true, but the image is shown in the right proportion if rows, columns and spread count have the same value.
mmmhhh, i don´t think , with the default mode