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The memories!!! This is great, thank you!! |
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So sitting with this a bit some things stand out to me
This has been super great to muse on! Thank you @tobyspark |
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Virtual – I'm not sure of the utility; I always set those nodes to a specific type. "Union type" ports seems a super good idea (as discussed elsewhere). And perhaps some notion of an opaque type might be useful, e.g. I might want to pass some custom data type around a family of custom nodes I've made myself. Structure – Yep this seemed a little too cute to me at the time. Just have Array/List and Dictionary/Map (I guess we go with the Swift naming) Settings – it's a small thing, but I loved that you got this bit of custom real-estate when you made a QCPlugin. Settings, yes, but also logo and whatnot. Mesh – I defer to whatever makes sense for Metal / Satin. And being able to manipulate it all easily and performantly. 3D and advanced rendering was where QC was weak. Macros - Probably. Fog just being something you drop into a scene makes sense, as what if you need more than one of these rendering environment features. But e.g. 3D transform conceptually makes a lot of sense as a macro, but that approach literally breaks up your view of the graph as you wrangle the sections around. I'm filing this under: I'll know it when I see it. |
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So right now Fabric supports arbitrary types as node ports wrap 'generics' , you can pass literally whatever you want. Its more of a loose contract i have right now, so if we wanted audio, it would just be One thing thats helped me work through this stuff : is there a thing you want to make / re-make to help focus work around concrete things? I prefer that over airy what if scenarios? |
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Most immediately, the software the visual part of my Fuel a/v performance is made in is dead. I have the source to keep it alive for my purposes, but I’m not motivated to do any work there. I’d be much happier wrangling a modern code-base in Swift, and the effort to port both the show and what I need across might be worth it. (Or – a fool’s errand; time, resources, project traction etc.) What I really need for that show is a something a bit like a cross between my old AppKit + QC app Screenrunner and Keynote. That might be best expressed as a *spark app with Fabric as In terms of nodes and features, the needs for the above are relatively simple. A 3D world, with a lot of 2D → 3D expediency. Syphon in and out. I’d make a point-cloud node. And... rendering that looks good by default (e.g. anti-aliasing, translucency, soft shadows), ideally with a way to do post-processing volume fx. What’s not simple, but really gets me going these days, is hybrid live camera stuff like this or this. Keijiro’s RCam (now v4) is both pioneer and reference here. That is beyond my graphical programming experience, though. |
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Awesome. I love it. So good news is loading up and rendering using Fabric / Satin is pretty easy in a Swift / App Kit for UI or Swift / SwiftUI for the UI - I've tried to be reminiscent of the QCRenderer niceties there. To make a SwiftUI view that renders a App @main
struct FabricApp: App {
var body: some Scene {
DocumentGroup(newDocument: FabricDocument()) { file in
ContentView(document: file.$document)
}
}
}ContentView: struct ContentView: View {
@Binding var document: FabricDocument
var body: some View {
SatinMetalView(renderer: document.graphRenderer)
}
You can nab Thats the 'harness' For the rendering, Fabric should be able to support Model loading for the car asset, shadows, a ground plane, and 'render to texture' via the deferred rendering node, and can now support depth of field and post processing. I dont yet have Syphon but thats due to just not getting around to it. I really do prefer working on a goal - if you send me assets (privately?) and give me a sense of how things were wired up we can baby step to it! |
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As for some of the other stuff, ive done some work on realtime ML segmenting you can see here in v, which uses the same underlying node engine as Fabric https://www.instagram.com/p/DMCT-KBsGry/?img_index=2 I plan on adding the some of that to Fabric :) As for the other tooling like RCam etc we can get to it! |
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messing with Sketchfab model (USDZ) and lighting / shadows with, depth of field : |
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...and all without breaking a sweat, I have no doubt. (Or rather, the fans spinning up) I’m currently on a / blown-past-a writing deadline so I’m heads-down on that. I will download the repo next week. I have a plan (ish). I’ll be in touch. |
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All good! |
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@tobyspark - can you remind me how Signa and Pulsel worked and their input / settings options? I cant find good resources online that talk about them, and i recall them being very powerful but for the life of me i cant find good docs. |
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I think peak QC is probably this – right clicking to set a patch’s timebase to external, which creates a
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hey @tobyspark
:) We have a prototype for Settings now (node's vend a SwiftUI view which is placed in a containing view in a pop over). Nodes can control popover size, and dismissal happens only when you want (unlike normal pop overs) We also have what appears to be dynamic port addition and subtraction working - so for example math parser seems to behave more or less how we want it to save for some minor redraw shit i need to deduce. Getting close! |
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Here is a survey of QC patches I made by trawling an old machine of mine, as a prompt for memory. A lot of the more interesting patches had a settings pane that did a lot, not shown here. Some of these were behind a flag (e.g.
Log) and at least the Syphon ones are third party.The actual list in my library is a lot longer, e.g. this misses all CoreImage, repository compositions, a bunch of spring animation and other Apple internal ones, etc. that are not ‘core’ by what I’m valuing here. And then there’s mine and other plugins, but those were more special sauce. Special mention to Kineme which had some could-be core stuff like command-line and data tools.
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