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majortom projects

welcome!

here you can find all my projects. many would be in so called beta state and i will post new versions sooner or later. feel free to comment on anything.

deworm


my first project is clean 3d math...

deworm is a flexible node for creating wormlike meshes.

 
idea:create wormholes or ankles and knees for IK bodies

-

version download dd.mm.yy
deworm v1.3.zip (52.45 Kb) 16.05.07 new features: Straight Cut pin - fixes appearance of displaced segments
Deworm v1.2.zip (51.26 Kb) 12.04.07 new features: TwistFix pin (get rid of twisting segments). hints about How Deworm Works added to Deworm module fixes: sections can be oriented in relation to each other - TwistFix. some performance improvements tnx to WestTricks collection i've learned: a lot about trigonometry in vvvv more...
Deworm v1.1b.zip (46.16 Kb) 22.03.07 new features: Bin Size input (idea from diki & elektromeier ) bugs: twisted segments bug - discussion
deworm v1.0.zip (44.34 Kb) 08.03.07 new features: create worm body from custom geometry 2D sections fixes: index table creation. texturing is all right i've learned: pulling out index tables from ready made meshes. mesh apperance with flat shaders is really ugly and you can fix that - Reindex Module
deworm.zip (12.97 Kb) 03.03.07 bugs: texturing is totally wrong flops: building the index table from scratch is really smart idea, but also - the very complicated one

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comments

It would be very cool if you can draw more than one worm with just one module... maybe add a binsize inlet which defines how many segment long one worm is. and what should happen with the end of the worm? open, filled, rounded? - elektromeier

blob

polygonising a scalar field

the challenge

polygonising a scalar field is an old idea from early ages of CG and solutions are easily found on the web. well known 'marching cubes' algorithm is really fast in code because it works almost entirely on lookup tables.

here is one good tutorial.

things are very different with vvvv. working with large spreads of data is slow and when I started to build the patch i didn't expect it to run in real time. then it looked it might become fast enough with some optimization. finally I landed somewhere in between (majortom to ground control...).

this is kind of pre-release. there is no help patch but two examples named TRY... one is with metaballs. i couldn't find better approach for metaballs yet so that one is very slow.

TRY_blob.zip (24.44 Kb)

smooth algorithm

because large 3D fields are huge spreads of data i have included somehow CPU expensive 'smooth' algorithm so it acts like a tradeoff for smaller fields. take a look:

8x8x8 field 16x16x16 field
512 cubes 4096 cubes
285 vertices 1047 vertices
469 triangles 1887 triangles
normal mesh
130 CPU 477 CPU
.
smoothed mesh
180 CPU 685 CPU
.
normal mesh (marching cubes algorithm overdefines mesh)
.
smoothed mesh

smoothing algorithm helps somehow but produces some trembling during animation.

flock

inspired by swarm theory (also check Learn More - Related Links)

balancing just a few simple rules for all members can lead to significant behaviour patterns of the group.

simple simulation:

FLOCKsim2D.zip (9.47 Kb)

vvvv GUI

  • DX window is fullscreen and you want to change some values?
  • Presentaton is running and you want to interact?
  • need some fancy controls?

Who you gonna call?

proceed here

Metaballs plugin


Credits:
Base code for Metaballs plugin is ported from brilliant project by Andreas Jönsson @ AngelCode.
article by Andreas Jönsson


Metaballs v1.0

anonymous user login

Shoutbox

~14d ago

~17d ago

joreg: The Winter Season of vvvv workshops is now over but all recordings are still available for purchase: https://thenodeinstitute.org/ws23-vvvv-intermediates/

~23d ago

schlonzo: Love the new drag and drop functionality for links in latest previews!

~1mth ago

joreg: Workshop on 29 02: Create Sequencers and Precise Clock Based Tools. Signup here: https://thenodeinstitute.org/courses/ws23-vvvv-08-create-sequencers-and-precise-clock-based-tools-in-vvvv-gamma/

~1mth ago

joreg: Workshop on 22 02: Unlocking Shader Artistry: A Journey through ‘The Book of Shaders’ with FUSE. Signup here: https://thenodeinstitute.org/courses/ws23-vvvv-12-book-of-shaders/

~2mth ago

joreg: Talk and Workshop on February 15 & 16 in Frankfurt: https://visualprogramming.net/blog/vvvv-at-node-code-frankfurt/

~2mth ago

woei: @Joanie_AntiVJ: think so, looks doable