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Teselations

hello
i wonder if you boys help.

i’m trying to create a pattern from a flash texture that isn’t symmetrical but does tessellate.

what i mean is i want to make a pattern demonstrated by this - http://www.vincentoliver.co.uk/things/TILEDEMO2.JPG. in fact, that’s the very pattern i’ve made. Notice that the tiles are not mirrored at all and that there is a sideways shift in every other row. Like this:

…b…b…b
b…b…b…
…b…b…b

i’ve tried positioning many quads, but that’s very processor intensive (the pattern i very animated).
by using one quad and playing with the scale pins i can this - http://www.vincentoliver.co.uk/things/TILEDEMO3.JPG, but as you can see, that’s not what i want at all.

you’re all clever chaps/chappettes - any ideas?

the ways of tiling textures within in the directx fixed function pipeline are quite limited. The Address (EX9.SamplerState) node helps switching between these when connected to a Texture.
Note that not all graphic cards support all modes.
mathematically spoken directx supports from the 17 possible symmetry groups only p1, pm and pmm symmetries.

see http://en.wikipedia.org/wiki/Wallpaper_group

to do the other symmetry you could
(1) setup a spread of graphical objects like quads. and control position, scaling and rotation with spreads. performance should not be a problem when done properly. Resample and Cross will come handy.
(2) to optimize your particular case you can make one quad with a repeated texture for one line, and draw a quad for each row. the alternating x-shift is what vvvv´s spread semantics is made for.
(3) load one x file with a grid of triangles having clever texture coordinates. or create this vertexbuffer from within vvvv.

thanks oschatz

worked a treat!

i used option 2 in the end, quite a simple patch really, and i’m really really delighted with the outcome:

http://www.vincentoliver.co.uk/things/filetile.JPG

I’m really surprised at how easy/effective it was. : )

there is one little problem - this little line. during the performance i will be zooming in so it will be visable. there isn’t a vertical one, just horizontal.

also - is there a way of making the gdi texture more hi-res without making the flash renderer window bigger? as you can see, it’s looking pretty grubby zoomed in like this.

(see attachement)

DARN LINE.JPG (69.9 kB)

youre patterns look great!

this little line

as the line is a sharp one - it´s probably not on the texture, but between the quads. the exact source of this artifact needs some thinking, but you could try

(1) shifting your quads upwards by 1/height
(2) change the background color of the renderer to make the lines white
(3) use a Blend node set to add

tell us your results. looks like a bug.

is there a way of making the gdi texture more hi-res without making the flash renderer window bigger?

no, you get what you have paid for. the flash renderer can not render to an offscreen buffer. for a future project try a EX9 Renderer showing 3d objects with textures for generating the patterns and another doing the tesselations :)

you like it? thanks. i’ll get you in free to the show, if you like - for all your help. where do you live?

used the blend node, but add didn’t help much - used ‘colour as alpha add’ and changed the background colour of the renderer from white to black. : )

shifting the quads around just made it worse

shame about the quality things - looks awful… but it’ll just have to do. my labtob decided it didn’t want to run the patch unless i made it smaller, too, which made me unhappy.

didn’t even understand this:
“try a EX9 Renderer showing 3d objects with textures for generating the patterns and another doing the tesselations :)”

thanks again - more questions coming soon

not bad.JPG (68.7 kB)