hi everyone! id like some help with an idea im trying to come up with…
i am REALLY new to vvvv and this type of workflow some coming up with stuff is slow and painful :)
anyway, im trying to get a firefly-swarm effect in a 3d environment… that rotates in a circle, with some random/natural movement… and could really use some pointers. i have attached what i was wokring which is really just something adapted from another patch i found.
is this a good place to start? i would really like the fireflies to look pretty smooth and nicely textured, i tried using the spot shader, but couldnt really get it too function properly for numerous instances.
i intend for this to react some hand gestures, so i was thinking the ring diameter could change, and maybe the movement of the particles could also react…
heres a quick sketch of what id like to get… how do i get my rotation to be 3d like that without using a camera?? the camera is annoying because it always resets…
thanks again, i had some time to check it out… i guess its pretty simple when u know how :)
a quick comment before i go for some EAster drinks… how come your textures look so perfect? i tried the same ‘halo’ texture on my patch and everything was out of scale, and not overlapping well!
i guess i should go back a reread the manual! its been a few months
ok… i seem to be getting somewhere, through alot of trial and error! i think i need to make these lil feckers a bit more random!! but that is quite hard :|
one thing :: im having trouble in finding out where and how to append a pixel shader on my patch.
say for example i wanted to put a radial blur on to these little firfly thingies…
i cant figure out where to put the shader. im not using mesh, and im not sure how a transform should be applied! :\
you can put the output of your Renderer through a DX9Texture node and into the shader. the shader will need a mesh to work on; most likely you want to supply a 2x2 Grid (EX9.Geometry) and transform it with UniformScale to twice the size. you’ll need a second Renderer to see the output of the shader.