# Round Kinect Particle Position To Nearest X

Hello!

Trying to get a Pixelated/Voxel-y/Minecraft look for Kinect2 particles :P

So far came up with this but it grinds along at 4FPS :O

Any alternative conceptual approaches?

Thanks!

kinect round.v4p (24.8 KB)

Not sure, what the end result you are looking for, but you donâ€™t really need an emitter in that case, there DepthWorld or world depth kinect node, that gives you position texture in World Space you can use to draw your boxesâ€¦ Basically you can downscale the resolution to get as many boxes as you needâ€¦

In case you want to make above example work more then 45 fps, you have to remove readback, and change the shader code that draws your particles to something like:

``````position = ceil(position / amountOfSteps) * amountOfSteps
``````

Couldnâ€™t find these, are they similar to Depth(Kinect2 Microsoft) and LinearDepthToWorld(DX11.TextureFX)? Hereâ€™s what they look like:

Is there a node for this? I tried looking for "asTransform" and "textureTo but didnâ€™t see anything :P

I have no experience with writing shader code (kinda why I got into the visual workflow of vvvv in the first place lol) so Iâ€™m afraid I have no idea where to put the â€śposition = ceilâ€¦â€ť formula or how to make a pin to control something like â€śamountOfStepsâ€ťâ€¦

Ideally Iâ€™d like a 3D matrix of boolean true/false values denoting whether a particle is present in a corresponding selection intersect grid. Then I could use it to apply scale transforms to a 3D grid of boxes.

I imagine it like this:

(particles are red)

Thanks again for the help!

The one you are looking for is called World Kinect2

donâ€™t think so

Asking this because are you want this as particle system or plain kinect, you can get it both ways but with different amount of effortâ€¦ In any case itâ€™s possible with code, nodes no idea really, maybe with instance noodlesâ€¦

Ok, I found the node you were talking about (World) and I see it outputs a 2D texture. How can I turn this into transform data? Or is this where you were saying you donâ€™t know?

Thanks!

Every pixels of this texture is xyz vector containing position data (where this pixel located in the world space). Iâ€™m not aware of anything ready made since to use that you need to write 2-3 lines in the shader codeâ€¦
Iâ€™ll tomorrow if I can hack you quick tutorialâ€¦

Thanks! Would be much appreciated :D

Hi so here you go your video:

Little bit cumbersome but I hope it will help
The next chapter I guess will do compute and a 3d grid thingy

KinectWorldToBoxes.zip (1.6 MB)

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@antokhio AMAZING! Thanks so much for taking the time to make this :D A lot of the code is well beyond my knowledge but Iâ€™m learning so many concepts by watching this! AND IT LOOKS SO COOL!!! Exactly what I had in mind. Hope it comes in handy for others as well :D Iâ€™d be happy to send you a little donation for all the hard work if you have paypal or crypto or something set up!

No worries ;) hope will have time for second part :)

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Looking forward to it, it was really cool to hear you thinking out loud and seeing everything take shape :D Thanks again!

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