i’m trying to write a patch with a video effect more or less like tonfilms motion blur. http://vvvv.org/tiki-index.php?page=tonfilm-Patches#_Motion_Blur
the idea is that only pixels that change through motion are updated while the rest stay the way they were when last changed. i wrote a shader that combines the cam input, the detected motion and the previous output frame.
->if (motion>thresh) col=cam, else col=PrevFrame
should work, but somehow i get the original input plus delayed frames, each time smaller -> classical camera feedback.
i detected motion via trautner. to cancel that out as a source of the problem i did it with another shader. the output in the renderer was even smaller then, so i guess it has something to do with the renderers. i set their width and height, also in the inspectors of the texture nodes, to the size of the video i’m using. no use.
i already discussed this problem with tonfilm at the forum but i havent found a solution yet.
It seems like you have no transform on the geometry making it’s default scale be 1.0x1.0 while the renderer is 2.0x2.0 so you get the effect that everything gets smaller and smaller because you only draw on a part of the renderer in the middle and then feed everything seen in the renderer into the feedback loop with the dx9texture.
i attached a transform to the renderer and it actually changes the thing to ALMOST what i want and not with the values i expected.
the most stable picture (i.e. the least feedback) i get with at a scale of 1.415 for the renderer. there the “echo” or traces the shader should produce almost stay the same size, but they still wander of to the below left corner of the renderer.
changing the transform values of the shader doesnt help.