hi joreg, thanks to have taken the time of this long answer and demonstration .
once again learned a lot with the constant one.
svvvitcher, etc ... : i m not at all talking about GUI, but about pure compositing approach and facilities.
What i want to say, and maybe its not really clear, is that after my last project ( http://vimeo.com/21553814) i would like really to put more energy in artistical field rather than trying to write poor not really good shaders . I m doing with what i can do, and only contributions are helping nicely where my skills are not there.
SO im talking about something that would help poor boys that we are, and avoid to make them write or transform shader when they dont know really what they are doing yes i know, make the effort to learn they say ! but not anybody is good in this field.
it would be really great to have directly into VVVV a more advanced texture effect base.
something where we could connect directly, without building subpatches and renderers, the texture to, and outputing the texture as a result, in a fluent manner.
I mean something like (Texture) family , that would let have access on a calling a simple node to the following things:
-mixing operators like:
difference, burn, add, xor, divide, etc.. mul, div, all operators etc
saturation, thresholds, color reduction, set alpha channel, chroma key ( yes we need), contrast, edge ( differents edges type), emboss, noise, bumpers, blurs with several algorythm, solarization, all effects basis....
-opencv or others functions but not in freeframe format (*)
I know that globally we could say that all of this is somehow present in contributions.
But really it would be interresting to have high quality treatment built-in and written by shaders specialist.
Basics are present with contributions, but if i just open my gimp, for edges i have 5 or 6 different algorythms and more parameters.
About Blur, i have spoken about TDesigner, but if i refer to Gimp again, there are many way to blur, and many parameters, enabling to obtain different results.
What i mean is that actually shaders are a bit auster and something more versatil and rich would be great. Yes i know this is contributions, but really it would be great to be less dependant of contributions when you don t have shaders skills !
- AND at least, a real getpixelvalue/setpixelvalue function would be nice... pipet is great, but creating quads to transform pixels by data manipulation is really ressources consumering.
So to make short: i would like to have little nodes, transforming the texture with all basic operators you can find in a shader, but without having to create shaders.
i would like to have acess to high quality image filtering, built in VVVV.
Voilà, joreg, i hope i was clear and not wacky !
what do you think ( and others) about it ?
(*): Freeframes are less quick than pixelshaders, and a real difference of speed is present when you work on a complex patch. I m not sure freeframe is a good solution, GPU based should be the standard ( no conflict with PS ).