jit.gl.model から読み込んだテクスチャのを取得し jit.gl.mesh / jit.gl.pbr で描画、そして決別・・・ #jitter #maxmsp

昨日の記事の続きです。まだ未読の方は是非ご覧ください。


jit.gl.modelGPUUVjit.gl.shader

OpenGL

 jit.gl.modelReference gettexnames 




 .jpgUV u514*****_ jit.gl.texture

  jit_gl_texture + jit.gl.pwindowjit.gl.model




jit.gl.mesh13

glTF3DUnity使使3DMax

jit.gl(OpenGL)


UnityUE3DCGMVVJ Jitterjit.gl3D調調

3DGPU
ディスプレイに表示するまでとにかく行列演算

それでもMax自体はUDP送信や簡易MIDI/UIコントローラー、音楽関係、rnbo~やJitterで唯一イケてる jit.gl.pix(GLSLを出力できる)Node.js連携と良い部分も多いので使い続けると思います。今回はあくまで3Dでゴリゴリやるのは厳しいなと感じました。

jit.gl.mesh触り始めた時は何も分かってませんでした・・・
https://twitter.com/mirrorboy/status/1663814002814877702?s=20
jit.gl を調査して3週間の成果・・・ぶっちゃけUnityならジオメトリシェーダーの書き方を調べてDay1で出来そうではある

後学のために今回つくったコードは残しておきます。Jitterで3Dをやりたい物好きの方がいたら応援したいと思います。

code

----------begin_max5_patcher----------
2084.3ocyassajZCF95jmBKTuqoSwGA5Uock5KPq5MUUi7v3LC6x.HNjjsq1
285CLGxFXvvXXajxvBiI+966+n+s2ub+cdaxeUT4A9EveCt6tub+c2oej5A2
0d+cdG3uFmxqzCyKS7R9lO58f4qpEuVqebQYRV8wml0bHIKUTqeCX6CK30w6
Sx1stTDWajHKJXk+C.D0WcAiz2H+D7Om+Ck2Te7uje6SS1pEobZ7SPjm5Ye8
96Ue7fkXHN+vAw4o6IP7wj5U6RWcHeqHE7yfi2Jp1e9thMkWElOkmUmwOHz+
A+0MxuNOC7G7rJvukmt0qex.yzjPn5SlulKT7x.bgRbOwiEWNEtfeB8tXbUI
+qdbJIMAVSQ.EujWdFEcR.UeNKd.8NgpAIVegPL.GSVQ6ArnifnPeKVYtXdh
HiKo3KEm40p+bgvHK0zd8AdcYxqdO.77NIhKXI1TLh5wQnFrArYrNBDHTwAP
J0JGATeXcCOamBk5qcgTJYJPkWWW1jbUPoFhdrRpVTlvSWq7h7FxF.RYqnpK
9C.4dUucBSbzYIWJcFkSo0mMU7cm1NMmu0P5iSgSIDEtCH3UDLzmPQHe4yvH
oSe3Tohd053PGZf2jUvi+DvGTMZq7HsUNloU8A9S0JWmooOMOw09xfzwhSrO
1Xaq8iICgSrUdy8BXrCAbobNH.aaNTzIlQCqaMwzYQSU21ONmTldYt6J9Nw6
.5TfXqZEYbPwQtMhEzgpQUl5V2TB3wOJwJ.CPxek2k+zSUhZo6KFPAgi1E1j
fxWeAYT1WgCn1kT1965j6fP3bmUaG+vA9537REUjjm4csP6TUncFsMAmayrE
wbclswPC6EI61WutJlmJrfBfj4H4dD00Tfox1jrs4ubqk1xLg9HPcQsgsE5t
JfN1.gVX2ilTcqaZpqOa.O1BVB03BQN9oypQgD9+YsZnDpDpe6OnPenT4Fpy
uG5aVw13y0YgJlD4xrdbYrqmk0mO1LeAP5afOMfzSsqXm5oSc4ByJJEEhrsf
RAe6ns9CvWX825C3JTxftrGFhrmSJyyt76rtcLvPMJMo0M10H+wzNFFcJPYa
YdwSIohoNeQZkiY9RHNrlSFatqqnMB2UvX.88QdNZG5fRPU1MqeIYa8d0WwH
q5PqFvVnUS21hsKLgAOZDjrd0GUlHfh8404qqpa1ljuNM+o5064ooqQeZk30
SMlKMISDm2jUeoZej95gnnUnPBIH.GFEfBBPLYoLQl5eoSKX+tz0Jr1TJ50j
KHvy47Y0m9r70AOlj8TRVhbAdvIF+KhRVgoTVfOzG6GgBvx7.PBz4K1Kh7c2
w6HjQ5vJQgt1UKveUPzE+PocrvFe+umU6KkGOMSVKwUK0GpnIZ.aNVsCgtPQ
d9wd7ItV6.XAJjSPl8vHRcyT.tpaVcVcuq6jUxn6ikdgKp8jfXEDGrsz8AUH
ykU491HsfFJjHiWEFFr924aJShWugWI9PdZd4phyct8M4Lvis6WlEDQ7CunM
9jHG4E.cokvNY8+8z2GKL1YZi8Hz.VBgWMhee+1I18ce9vhMkfGU6QGP9ujK
.qSxHbPxfRz0eAwAtuYmyoCwOL5PcsM0nMNPjaWjGdRqYnQVcXyH1HV0VRcs
MesckqQsNvAV1ydY0TGZ29buKBz7m4e9C7Rcfl3yAZ.dOn938iKKWZFlNvfx
iiSapRxyVWl2rauJu7ZcF5zj3AdUwgjppjmE8MrtiK163t9zscPmlt5wchFu
b+p8GZCd5sH4qWVTGa4MDsx28sRfWntXuU3eIJ2xy3VXGZ1iAY8e56fNxUK.
10wA.56RtQ5QTNGLBD0t03TWRHn4mPpAof3TAuz4QqfgmNkHSO+iYp0I4f8l
cOIyFNJuUg8p96MGdRzT69vZJNCBil5Fwd0fQX+4mlt7jH8HuoNWV0RRL.Bd
baI+E8Qs.TKYircoht2V9ng1Su1UvgXyP0LtuDt87rsoBCWHyGVymRWMfHMj
olSdELz88wf3xx3504.M3orAYZakaKbC4d0p4j28nYSQjyhhl5wqVMX9XJT5
jsmsYmmWfSS0IlX3CSUj+bzDFm2Cl9Lv2ImKsYBFscd6AnKTuKkQD2tgyysV
9TA8Vzns1Ec5XcLJ36YiFUIw1IIghAMwQnvYwDG98F9CcbIgLygISFNKXFNS
EPrsDf9s0cK6aN135Is54ukUpxaJiOJ61N5HSEcZRrUTUmjw0GplyCByjChA
9mNY9QIIjMRhbZP4kaEk8qzsVzR9D3OjnMi4lDjZovx5.GPPTGHIL1B1DhdC
tcDapNzSCylLG.xH5hIIKDDzEFHAVHnHR2pM37KZRzbXwXkn05wf2KZzsIZa
LVON+tMIYSPl.jqjzPQYzghbuQjMhFylEiHjM7qSbRg1HIeWkuXvbhtvlgYi
e.yErGCtTdbzEy2lRrIrsKDDbgRDQWH4nNHoKiNhrXEKPVnpIwKUUIXaTRG0
j2ljXKE2Yi0.ZVRTYkngj2jH0QomwjEa8G13D.YK0Jc9lhubEcZ05FchGnME
2bjyuMIsXE2fsYwvThqjzfrmKBqfBVpjLHqbvbgdBsPYYzQCFxd.QbkjrJB7
MKIq0RvaURP3Bk5zHInERxMXBYgjPNQRXKjD9layo+HZwys2Q0EIXDz21k86
7RZrWzTm21Xq6XMx4n1FP6hf+VsdS36C+a13AdQwyhxp1gqEh2A9GyKOclM8
NjjYtUeh58JEOmbb7D8S3kw6SpEw5+iXn1AjWYDOyqlK4xrljV5TBOoH0api
dWIKZO3Z58949ud++AjHl8AM
-----------end_max5_patcher-----------

jit.gl.model のマテリアル・テクスチャマッピングについての調査報告 #jitter #maxmsp


3D jit.gl.model 調

jit.gl.model assimp


jit.gl.modelglTFpbr

Jitterjit.gl.materialjit.gl.pbrjit.gl.texture

 Max8 




jit.gl.modelassimpC / C++ glTF3Dadobesupportgithub


https://github.com/assimp/assimp

https://www.assimp.org

jit.gl.model


jit.gl.model jit.gl.mesh

1 :  pbr 



@material_mode 3JMTL(Use Jitter Material)Cycling74pbr material3D

(8.5.4) roughness / metalness  jit.gl.pbr 

調3D3D

pbr jit.gl.enviroment Max3D @outputmatrix 1 pbr

2 : jit.gl.shader (GLSL)




@material_mode 0~3 


 jit.gl.shader @name xxx jit.gl.model @shader xxx  @material

GLSL  <param name=modelTexture type=int default=0/>  modelTexture albedo / normal / roughness / metallic / ambient occlusion / height / emission /emvironment UVmodelTexturesampler2DRect調

 modelTexture0 ~ 5  default = 0 ~ 5 

jit.gl.shader の例

<jittershader name="simplematerial">
	<description>
	simple material for 3d model
	</description>
    <param name="modelViewProjectionMatrix" type="mat4" state="MODELVIEW_PROJECTION_MATRIX" />
    <param name="textureMatrix0" type="mat4" state="TEXTURE0_MATRIX" />
    <param name="position" type="vec3" state="POSITION" />
    <param name="texcoord" type="vec2" state="TEXCOORD" />
	<param name="modelTexture" type="int" default="0"/>
	<language name="glsl" version="4.1">
		<bind param="width" program="fp" />
		<bind param="height" program="fp" />
		<bind param="threshold" program="fp" />
        <bind param="modelViewProjectionMatrix" program="vp" />
        <bind param="textureMatrix0" program="vp" />
        <bind param="position" program="vp" />
        <bind param="texcoord" program="vp" />
        <bind param="modelTexture" program="fp" />
		<program name="vp" type="vertex">
<![CDATA[
  
#version 410
 
in vec3 position; 
in vec2 texcoord; 

uniform mat4 modelViewProjectionMatrix;
uniform mat4 textureMatrix0;
 
out vec2 texcoord0;

void main( void ) 
{
	gl_Position = modelViewProjectionMatrix*vec4(position, 1);
	texcoord0 = vec2(textureMatrix0*vec4(texcoord, 0., 1.));
}

]]>
</program>
		<program name="fp" type="fragment">
<![CDATA[

#version 410

in vec2 texcoord0;

// samplers
uniform sampler2D modelTexture;

out vec4 outColor;

// entry point
void 
main()
{
    outColor = texture(modelTexture,texcoord0).xyzw;
}  
]]>
		</program>
	</language>
</jittershader>

パターン2 : 他のモデルのテクスチャをみてみよう


jit.gl.shader 1pbr

jit.gl.shaderUV

before

after (jit.gl.model  jit.gl.shader



5jit.gl.model3D使2

3jit.gl.material  jit.gl.pbr


jitter jit.gl.model @outputomatrix 1 jit.gl.meshjit.gl.meshjit.gl.materialjit.gl.pbr jit.gl.texture

2 jit.gl.model1UVjit.gl.meshjit.gl.material / jit.gl.pbr

UV1:185albed3D3

2Vertex Shader使


jit.gl.model調jit.gl.shader

JitterVJ jit.gl.gridshapejit.gl.plato&

調使Jitter調MaxLoveUnityUnreal Engine使
厳しい

リンク

3Dモデルはこちらからお借りしました ⇨ glTF Sample Model – https://github.com/KhronosGroup/glTF-Sample-Models

js object を使って jit.gl を構築する検討 #jitter #maxmsp


jit.gl gl-corepbrGPU

3DCONTEXTMax

jsGithub CopilotCodeGPTjit.gl















Max

JS code for js object


// Desc: Create a jit.gl.gridshape object and connect it to a jit.gl.handle object

use_strict

autowatch = 1;

inlets = 1;

outlets = 1;

// Create a new object

function erase() {

// Get a reference to this patcher

if(this==null) return;

var p = this.patcher;

if(p==null) return;

// Get the first object in the patcher

var obj = p.firstobject;

if(obj == null) return;

// Loop through all objects

while (obj) {

// Get a reference to the next object before we delete this one

var next_obj = obj.nextobject;

// Check if this object is the js object

if (obj.maxclass !== js) {

// Remove this object

p.remove(obj);

}

// Move to the next object

obj = next_obj;

}

init();

var create_msg = this.patcher.newdefault(getNewPosition(), message);

create_msg.set(create);

this.patcher.connect(create_msg, 0, this.box, 0);

var erase_msg = this.patcher.newdefault(getNewPosition(), message);

erase_msg.set(erase);

this.patcher.connect(erase_msg, 0, this.box, 0);

}

var index = 0;

function init(){

index = 0;

}

function getNewPosition(){

const numReturn = 30;

const xs = 150;

const ys = 30;

var x = Math.floor(index / numReturn) * xs;

var y = (index % numReturn) * ys;

index++;

return [x,y];

}

function create() {

var mytoggle = this.patcher.newdefault(getNewPosition(), toggle);

var myprint = this.patcher.newdefault(getNewPosition(), print);

var myworld = this.patcher.newdefault(getNewPosition(), jit.world, TEST);

myworld.setattr(enable, 1);

var myfps = this.patcher.newdefault(getNewPosition(),jit.fpsgui);

this.patcher.connect(myworld, 1, myfps, 0);

var myhandle = this.patcher.newdefault(getNewPosition(), jit.gl.handle, TEST);

myhandle.setattr(auto_rotate,1); // Same as the existing object

var mycamera = this.patcher.newdefault(getNewPosition(), jit.gl.camera, TEST);

var myNoise = this.patcher.newdefault(getNewPosition(),jit.noise,4,float32,512,512);

var myPwindow = this.patcher.newdefault(getNewPosition(),jit.pwindow, TEST);

this.patcher.connect(myNoise, 0, myPwindow, 0);

var myMaterial = this.patcher.newdefault(getNewPosition(),jit.gl.material, TEST);

myMaterial.setattr(name,myMaterial); // Same as the existing object

this.patcher.connect(myNoise, 0, myMaterial, 0);

myNoise.bang();

var myNode = this.patcher.newdefault(getNewPosition(),jit.gl.node, TEST);

myNode.setattr(name,subnode); // Same as the existing object

this.patcher.connect(myhandle, 0, myNode, 0);

for(var i =0 ; i< 1000 ; i++){

var myGridshape = this.patcher.newdefault(getNewPosition(),jit.gl.plato, subnode);

//myGridshape.setattr(name,myGridshape); // Same as the existing object

myGridshape.setattr(color,[Math.random(), Math.random(), Math.random()]);

myGridshape.setattr(smooth_shading,1);

myGridshape.setattr(position,[Math.random()-0.5, Math.random()-0.5, Math.random()-0.5]);

myGridshape.setattr(rotatexyz,[Math.random() * 360, Math.random()* 360, Math.random()* 360]);

myGridshape.setattr(scale,Math.random()*0.01);

myGridshape.setattr(material, myMaterial);

}

mytoggle.bang();

this.patcher.connect(mytoggle, 0, myprint, 0);

//this.patcher.disconnect(obj1, 0, obj2, 0);

}

post(initialized);

トーンマッピング(初級)のオートルミナンス #jitter #maxmsp


調調

jit.gl.pix

Code (jit.gl.pix)



nearestcodebox


paramcodeboxcodeboxcodebox min / max 

5gray(graymean)jit.gl.pix

param response使



Patch

----------begin_max5_patcher----------
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PIJ6x+2y7..Dfjfb.AAEpTVUQIg4Y2eSOc2Sid32t+tIKR1RxmX7WM9Ci6t6
a2e2cxhDEbWwy2MYs+1fX+bYylPIujr3KSlpphQ1xjE+kH1rEYAI49kUQ2rN
YCKlvj8CUTZTnr47g3QLnrop1wdMknnDwnMesOKKZ6joFSlX7eKZXpOKXUDc
47LR.S0VK3LvTCjoi3OVxeiPy.UcgSFQzRp.JJ662eu3WS0jg8YrrMQSpnfL
+0DFIaNg5uHVRvfixwvC4XjWqb7I4QG2YVSMLssmAAdPOKS.B445hcmZ.s.m
gkKJTvFRBIijmlPyISt.r3DK9KimkFs03S+1G+jwuP4XjQrfL7oAjiKQfODe
ftmThXY7bwTtIiHjJNrDMjSrfRIDnqsdnlbfHYEPRAlb2jmhhIOSxxiRn0ZM
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IgjLJWFsTBWtjVPRxEOw5Qdpe.Y2xEgVN.S1ARParDlbrUajfNVR3BY6tCo3
BIKiSB9SRXMge9RVJgFQS4hWDJymUvCUUGRdxeSLa9SITVdzWkTBji+Gq9mJ
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myjaxW3mIVvJzDfJqjkjD2rpp9ESdhUTcZDktGJxRRauxrnkqNQeWjvqb8oF
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PcV5.0OoCjEplzgI91JcDvs2IZYqLMpVMGydx9fwYPio5reQJ+nbqvV4qA1x
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0HCppeZ.C3rdFVcm9AVl1Emvq.rFOAfJecRBaUNij18WDE75nd1QhFNvyiI3
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PNxMHlNmeaxnU1.2ysIlP65pQGOxF4uD8UiW6Nd31S7P4mhkbqhIbz3puDN1
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tgkX7uN8WmIkK80Sj8isvClbtqtf55TahUei1.pwf0Shdr8LvoVyaly7b4SV
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d.6tHJNNxOK7Tb6IZiVLqGDC.bNF+VyrK8yVvs6LiSrswqs2DsXULxD.rcQN
u0rZXT9JR9o3zVagVLpEFArgV0SRnAfQGINXYdY9XTl4SE53550KVBLusLN9
BcsDodeqEWQxty5Kj2RMJ2Mw5.fryMeebJ7XeW+KPkCb4uwIyZwc+Zmp+.bW
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-----------end_max5_patcher-----------

色収差(Chromatic Aberration)エフェクト #jitter #maxmsp



VJ2010

Gen Code




snormlengthabs

3sample

120sin調RGB


exportcodeGLSLMax8使

Patch

----------begin_max5_patcher----------
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-----------end_max5_patcher-----------