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Messages - svevlad

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I managed to achieve what I wanted but it took me more nodes than I am proud of. If anyone has an idea to optimize it more please tell...It became awfully quiet on this forum...

I managed to make a 'line' sort of...that is the line between black and white follows two position points but because I used the fore mentioned equation there is no distance parameter e.g. I cant adjust the length of the line. I know that for that I need a dot product but I do not know how to implement it in this one

As far as I can tell, I could use the y-y1=m(x-x1) where m=(y2-y1)/(x2-x1)but the thing is I do not know how to define width for it and also I am a bit unsure what role does $pos have and whether do I need it or not. Basically If I only could find a way to control a width for gradient axial slope i would be satisfied.


I am trying to make pixel processor draw a line between two points. I was inspired by the gradient axial node where I noticed that it basically creates a gradient between two points and later by the shape extrude node which has a fx map to do most of the job(and is really slow to compute). I am still new in the whole programming logic so I am trying to understand how it works.  Also, if moderator allows it,  can anyone recommend me any good tutorial course school or something for working with fx nodes, pixel processors and the like specifically or with programming in general?

Yes I think that this is just the thing! Thank you very much! It has been for so long since I had a chance to work in SD that I forgot about the $pos value completely


I was wandering how can I make a pixel processor node that samples border pixels and propagates them across whole map? For example, it samples pixels on a given cell size, like border left pixels 1x parent resolution, and distributes those values across whole map just like you would try to do it with stretching border values of some map?

Is it possible to move the pivot of a transform 2D node by using functions? I am trying to make something scale from side not from center and I want to do it automatically when I type some parametres

Can you please tell me how did you find it in the logs? What should I look for if I have the same problem again? It seems to me that it's a lot simpler to search through text file than it is by clicking on every node SBS

Well if you added some way to find this type of errors I would definitely try it.  I spent this whole day recreating some of the nodes simply because I was unable to find invalid exposed controls.

Ok sorry my bad...
here is a log file and a dxdiag

Can you please tell me where can I find that crashlog because every time the SD crashes it just closes without any report or anything really. When I start it again it just tells me to write a description report manually

I looked in the installation folder for a log file but failed to find it. I read somewhere on the web that in SP log is in the install folder

Update: I tried to copy the sbs structure in a new scene, and recreated the controls manually . Still the same result. Maybe if someone else could try to create the SBSAR from this file and try to import it in a new scene just to see if my SD is broken maybe?

I tried to decipher what is wrong with this sbsar file which I made but to no avail. All that I found based on randomly disabling the outputs is that it has something to do with the height channel but I do not know what. I think this is a bug because there is nothing special about the nodes that I used. It is worth mentioning also that this sbsar WAS working when I tested it some time ago and now it does not. I am attaching my SBS file

You can test for cpu within designer. By default designr will be using the gpu engine (Direct3d), but you can switch to cpu by going to Tools>Switch Engine>SSE2. The filter_random_greyscale_generator seems to work on cpu, but it's *very* slow. (12000 ms on my laptop.. )

I'm doubtful you will find a performance friendly alternative.
You are right, it works with cpu in SD although very slow. But for some reason I can't make it to work in Unity3D at all. I tried it with some warps instead just to make sure and it works like a charm. There is definitely something in that node that prevents it from reading inside unity.
In any case I really need to thank you for nudging me in the right direction
cheers :D

I don't know of any alternatives - but are you 100% sure it won't work using the CPU engine? 

Some scripts run faster under the GPU, but there aren't many nodes that HAVE to run on the GPU engine.

I tested it now with some quickly built sbsar  and while unity3d recognizes the archive it simply shows a gray value for base color where I connected my random gradient. I also tried to convert it to color since it was grayscale but the result is the same.

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