Node definitions and data types

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mowgli
Posts: 587
Joined: Wed Aug 05, 2009 17:28
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Node definitions and data types

Post by mowgli »

I'm trying to find info on Wire's data types, and I keep seeing mentions of an article about them, yet I can't find the article anywhere.


I'm also trying to find info or definitions on some of the Wire nodes, and I'm going round in circles (no pun intended!).

I'm mainly talking about the differences between (I'm sure there's more):

Circle (shape)
Circle (2D)

Rectangle (shape)
Rectangle (2D)

Mesh 2D
2D Render
Shape render
To texture

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subpixel
Posts: 173
Joined: Thu Jun 05, 2014 09:32
Location: Sydney, AU

Re: Node definitions and data types

Post by subpixel »

I am also interested in some better explanation of these different types.

I want to throw Slices into the list as well, since they appear to be "Shape" based. Slices and Slice Masks.

And why is there no Slice creation or "To Slice" option anywhere? If I can't create a slice, I can't create a fallback for Slice Render when the user does not put a slice in the Slice In widget.

-subpixel

Danny
Team Resolume
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Joined: Thu Feb 13, 2020 14:16

Re: Node definitions and data types

Post by Danny »

The actual type is shown when you hover over an in/outlet. The (2D) you mention is the “Package” the node is in and we realise we can do better here.
The shape is a Signed Distance Field. The one from the 2D Package is a Geometry2D, which is a list of connected vertices and uv coordinates.
Mesh2D is a tuple of Geometry2D, Transformation2D and Material2D.

Slices are not shape based. Arena simply copies the data (name, rotation, points, masks etc) to the Wire inputs.
Slices can be turned into shapes the same way the Polygon node works. This is a heavy operation with a lot of points though.

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subpixel
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Re: Node definitions and data types

Post by subpixel »

Could slices be turned into geometry / meshes instead of signed distance fields?

Danny
Team Resolume
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Joined: Thu Feb 13, 2020 14:16

Re: Node definitions and data types

Post by Danny »

We’re working on that.

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