Object Effect idea - 3-D Object tiling

Marty PostmaMarty Postma Registered User
edited March 2009 in DL.3/DL.2
Thought of a new effect that could be useful - 3-D Object tiling.

Should work just like the regular surface tiling on a single object, but would apply to the 3-D object instead.


Effect Mode: 3-D Object Tile
Mod1: create copies of object along the X-axis
- (DMX 001 would be 1 copy, DMX 002 would be 2 copies, etc, etc)
Mod2: create copies of object along the Y-axis
Mod3: create copies of object along the Z-axis

Two other effects that could work in tandem with this one are:

Effect Mode: Object Tile Spacing
Mod1: Adjust the distance between "object tiles" on the X-axis
- (DMX 000 would butt them up together 255 would be the farthest spacing apart)
Mod2: Adjust the distance between "object tiles" on the Y-axis
Mod3: Adjust the distance between "object tiles" on the Z-axis

Effect Mode: Object Tile angle/pitch shif
(used to create diagonal shifts or offsets between tile "layers" or "forced perspective" type looks by creating a gravitational center whose origin could be shifted to sort of re-align to object tiles)

Mod1: Ajdusts "gravitational center" of tiles along the X-axis
Mod2: Ajdusts "gravitational center" of tiles along the Y-axis
Mod3: Ajdusts "gravitational center" of tiles along the Z-axis

Comments

  • Marty PostmaMarty Postma Registered User
    edited March 2009
    bump :poke:
  • SBlairSBlair Registered User, HES Alumni
    edited March 2009
    Marty,

    Sorry for not responding sooner...I can honestly say I've had both my legs broken so I've been a bit slow lately.

    I've logged the request as #12734. Given it involves multiple objects I'm not certain how easy it will be to implement, but I'll post back when I hear something from Tom.
  • schiefelsschiefels Registered User, HES Alumni
    edited March 2009
    Hey Marty,

    I spoke with Tom concerning your ideas. He's fairly certain that what you suggested can be done, but he did raise one important point:

    When "tiling" the objects like this, we would essentially be rendering more and more 3d meshes as the number of instances of the object are increased. If I am reading your suggestion correctly, there would be 256 meshes possible on each axis, giving a total possible mesh count of 16,777,216 meshes on a single layer. Each mesh that is rendered puts more load on the graphics card. Compounding that, each object has a unique number of vertices, and the more vertices an object contains, the more work is required by the video card to render the object. The 4x3 rectangle is easy, the gothic cross is a bit rougher. Depending on what is dialed in, the graphics engine could be ground to a hault.

    So, in a very long winded way, what we would need to look at is an upper limit of the number of "tiles" that could be created. Any suggestions on what a reasonable upper limit would be are welcome :1zhelp:

    Hope this makes sense.

    Thanks,
  • Joe BleasdaleJoe Bleasdale Registered User
    edited March 2009
    Could you have say a rig of 12 DL.3s doing what Marty has suggested, but have like 10 extra AXONs sitting backstage feeding extra power from thier graphics card. Sort of like boosting the systems' power in terms of graphics?
  • jxgriffijxgriffi Registered User, DL Beta, Hog Beta
    edited March 2009
    SBlair wrote: »
    I can honestly say I've had both my legs broken so I've been a bit slow lately.

    Is this in retaliation to TSO?
  • Joe BleasdaleJoe Bleasdale Registered User
    edited March 2009
    TSO..?
  • SBlairSBlair Registered User, HES Alumni
    edited March 2009
    Joe, in a word....no. ;)

    Jon, believe it or not it isn't. I managed to fracture the ankle on my right leg and badly sprain and mess up the ligamints on my left foot while in Belgium last month.
  • SBlairSBlair Registered User, HES Alumni
    edited March 2009
    Joe,

    Go search LightNetwork for the term "TSO Roll"
  • Joe BleasdaleJoe Bleasdale Registered User
    edited March 2009
    SBlair wrote: »
    Joe, in a word....no. ;)

    I am interested to know why not Scott. I am very much fascinated by the new era of Digital Lighting. Is it a software thing or a Hardware thing?

    Thanks,
  • SBlairSBlair Registered User, HES Alumni
    edited March 2009
    Joe, what you are describing would be an enormously challenging distributed real-time processing effort. You would need a zero-latency network for it to work in theory. There is a reason that ATI and NVidia create their own bus directly between the video cards for doing GPU sharing within the same box.
  • Joe BleasdaleJoe Bleasdale Registered User
    edited March 2009
    Thanks Scott!
  • Joe BleasdaleJoe Bleasdale Registered User
    edited March 2009
    TSO Roll understood... :D
  • Marty PostmaMarty Postma Registered User
    edited March 2009
    Cool Thanks Matt!
    schiefels wrote: »
    .....what we would need to look at is an upper limit of the number of "tiles" that could be created. Any suggestions on what a reasonable upper limit would be are welcome


    Probably 1000 (10x10x10) or 1728 (12x12x12) would be good enough for most scenarios I can think of.

    Scott,

    Sorry to hear about your legs....hope you are healing quickly!
  • quinnquinn Registered User
    edited March 2009
    i find straight lines to be generally uninspired, and i think that if there's going to be an instance buffer that it needs to be able to be filled from content.

    i haven't put enough thought into this, but for example, a (non-pow2) 1×1000 ARGB texture could control up to 1000 instances, where A would signal whether or not to draw, and RGB would specify the XYZ translation matrix to be multiplied against the original geometry's world.


    this would provide a very easy means to control the maximum number of instances, and at the same time allow for visuals much more interesting than grids, which absolutely could be included as stock content.


    the next steps, of course, would be rendering the instance buffer from video, and determining which other non-positioning parameters would be interesting to pass through the instance buffer.
  • Marty PostmaMarty Postma Registered User
    edited March 2009
    Hey Quinn,

    I agree that static, straight grids would be a bit bland....that's why I want the other two FX as well.

    Don't forget that the best part of the DL/AXON servers is that they render everything in real time....so think of what this does for cueing possibilities and making on-the-fly changes. It allows programmers and designers to interact with content in a much more dynamic fashion....not just simply playing back files. You'll notice that a lot of the stock objects are grids of shapes already, but being able to expand and collapse those grids, change spacing, and warp the geometry in the cueing would be much more powerful and visually exciting. To try and do this with a pre-fab content file would be much more cumbersome and probably require some sort of LTC input to get the timing lined up correctly.

    If you've got loads of time in production rehearsals to render and re-render files and sync to timecode....then great....do it in the content files to begin with, but in many cases there is no time available for this....especially for one-off events.
  • quinnquinn Registered User
    edited March 2009
    i certainly agree that staticly-positioned instances would be about as exciting as a straight line, and that direct, variable control over such an array is absoultely crucial.

    to address specifically your points about spacing and warping, i think that these elementary factors could supply the same benifits to my "hemisphere" or "ring" or "hollowed box" as they would to your "cube".


    and as for not having the time to get fancy, man, that's exactly why i'd love to see a set of stock "shapes" or "forms" for these instances to take. dial up a "long, double-spiraled tunnell", space it out, and it's done. use the effects engine to start the original object orbiting and rotating, the rest follow, and that's when it gets interesting.

    later on, i'd love, for example, to be able to apply wobbulation.
Sign In or Register to comment.