How to convert a luma texture information into a spread of vertex

I’d like to access a texture information and return a position (x,y) where luminosity exceed a threshold value for draw a 3d particle.
For this job I don’t need the z position.
I would like to do it in HLSL, can you help me?

I think in particles pack, you should have texture emitter or geometry emitter should be pretty much what you need

Yeah, maybe but I’m not able to use that pack and I don’t have time to learn. In the while I solved writing a sketch on Processing that saves the array of positions in a xml file that I pass to vvvv

@kronikle here you go, if you need some explanations be my guest (6.7 KB)

This topic was automatically closed 365 days after the last reply. New replies are no longer allowed.