Wave simulation

Hallo,

I made a download of the wave simulation (wave01.zip from http://vvvv.org/tiki-index.php?page=Wave%20Simulation) and it seems its not working. The renderer output stays black.

Peggy

works fine here. it’s pixelshader v 2.0 maybe it’s your card?

It’s a Radeon 9200, so should be ok… Anyways if I turn on the other renderer in the wave.v4p patch (the one inside the circle), it shows me a blinking dot that follows the mouse.
Out of the other nodes I cannot make too much sense… For example, the renderer is not connected to any of the other stuff except “aspect ratio” - this the same with your wave simulator?

do you use beta9 ?

hi peggy,
the specs for the 9200 series says following:

  • 1.4 pixel shaders support up to 22 instructions and up to 6 textures per rendering pass
  • 1.1 vertex shaders support vertex programs up to 128 instructions

http://www.ati.com/products/radeon9200/radeon9200/specs.html

since the wave-shader seems to need pixelshader 2.0 (sorry i don’t have an approriate graphic card here to test, wheter the shader-code could be “reworked” into pixelshader 1.4 compatible code ), it seems like the problem indeed is your graphics card…

the effect node has an output-pin (“Technique valid” or similar), that outputs, which of the techniques in the effect are valid on the system. have a look here to see, which techniques in the effect are compatible with your hardware. the same you can see opening the effect-editor (right-click on the effect node); on the left you will find a menue with all parameters and techniques defined in the effect. the techniques being highlighted red are not valid on the current hardware.

hope this helps,
michi.

Hi Michel,
I think its the graphic card, I made a driver updade, but it doesn’t make a difference, only I can see the light of the bulb of the lamp when starting vvvv…

But I can’t find a node “Technique valid” or similar…

Peggy

test your graphics card with this patch:
http://vvvv.org/tiki-download_file.php?fileId=616

do you actually talk about the “wave simulation 1.0” by gregsn? just to make sure…

But I can’t find a node “Technique valid” or similar…

it’s not a node, it’s an output pin of an effect node. there are two effect nodes in this patch, one is called “pix wave”, the other is “show wave”. they both have this pin, where you can see which of the techniques are vaid…

michi

Hi, sorry I was busy so I did not read the forum…

I do have beta9 installed. And I am talking about wave simulation 1.0 by gregsn.
I managed to run the effects editor. I even bought a shiny new graphics adaptor for 250 bucks. But still… no waves.

I also downloaded the shader tester. It says it needs to be compiled and I’m dumbstruck. Maybe the problem was just that the wave simulation was not compiled either.
But how do you compile a patch? I started reading the tutorial but have not found anything about “compiling”.

Please someone point me to the correct location or tell me the shortkey for “compile”, that would be very nice!

Best regards
Peggy

hi peggy,

in general: patches aren’t compiled; the graph is being interpreted at run-time. so you can change the structure of your “program” interactively and see the results at the same time . to make things easy, you could say: the patch just runs.

for shaders: shaders need to be compiled (for the specific hardware). but by default they are set to “auto-compile”, that means, they are being compiled automatically every time you change the shader-code (with a short delay) or when it is loaded. you can also switch off the auto compile and do it manually via the button in the effect editor.

you can find a general introduction to the effect network here: Effects Network. maybe this will help you understand the idea and the work-flow.

now i just hope, you got the “right” graphics adaptor;-)

ciao,
michi

finally wave simulation is working!
I was just because ‘show wave.fx’ and ‘pix wave.fx’ weren’t in the same directory. It didn’t come up into my mind they don’t have to be in the effects directory.

I have another question:
Sometimes the connections between nodes aren’t visible. also in wave simulation.
How can I change that?

Peggy

oops sorry… The missing in the patch connections appeared again now that the shader effects are in the same directory.

By the way, the simulation runs smoothly on a ATI Radeon X850 (which is no miracle), as well as on a Radeon 9550 (same quality), but not at all on a Radeon 9200.

hi gregsn,
i love your wave patch but i don’t know much about hlsl.
i would like to set the background of the patch to white instead of having a grey background. i can i achieve that?
the funny thing is that if i switch to fullscreen mode i turn to white but as soon as i press space (reset) it’s grey again…
help is appreciated…
mike

HI GUYS:::
I WOULD LIKE TO FADE THE CIRCLES BEFORE THEY REACH A CERTAIN SIZE: SORT OF DELETE THEM BEFORE THEY GET TOO BIG:
IS THAT POSSIBLE?
ronin

I’D LIKE TO GIVE THEM A LIFE SPAN…THEY DIE AFTER 5 SEC. FOR EXAMPLE…
ronin

hi mike and ronin!

the problem about the wave simulation like it is up to now is that some tricky techniques are used (coding floating point numbers in the color channels). if you open up the renderer in the middle of the patch you see the mess…

so i really want to repatch this system and try to use another floating point texture format (so we can remove all that cryptic color coding). the shaders should be much easier then.

however it should be easy to have a white background: just play with the linearspread in the lower part of the patch…

and ronin: did you play around with the attack and decay ioboxes? it should be possible to adjust the fluid in away that the waves disapear after a while. also experiment with the linearspread in the lower part of the patch to cut off big waves at the origin of the wave. with decay you can turn the medium into a honey like stuff and waves will fade out faster.
however it is by design not possible to delete waves. the patch simulates a water surface (the medium itself), NOT a spread of waves.

good luck
sebastian