Thank you! I finally understand jump and offset. Yay. Great job. Fundamentals are so precious, ( I wonder if the normals could be drawn easily with lines?) Also every vertex for a low dim sphere would have at least 3 triangle elements, converging at one vertex so the normals would be different, correct?
Hi Enki! Thank you very much, yes I will do a normal visualization with lines. Now, to answer your question: the normals should be summed and averaged to get the single per vertex normal when the vertices are shared. Take a look at this answer: stackoverflow.com/questions/6656358/calculating-normals-in-a-triangle-mesh/6661242#6661242
Hi Federico! It's a great tutorial and thank you so much for explaining it now I fully understand jump and offset! Just one thing to ask, I'm confused about the texture mapping here. Why is the alpha plane being route to 1 and 3 while epsilon plane goes to 2 and 4? Much appreciate it if you could help!
@@AmazingMaxStuff Sure! It's at 7:30 when you're adding the jit.unpack object. I understand there are two planes as texture coordinates from gridshape but not sure what they are and confused about why adding the first outlet to 1 and 3 inlet of jit.pack while second to the 2 and 4. Glad if you can help.
@@reinliu5090 Oh yes that's a bit tricky! The thing is that the texture coordinates are just a two channel matrix, cause they are the x and y coordinates. So jit.pwindow uses the first channel to fill the plane 0 and 2, and the second channel for planes 1 and 3. I was showing why we see those colors on the jit.pwindow when passing the texture coordinates. Is it a bit more clear?
@@AmazingMaxStuff Thanks Federico! So in my understanding, since they are two plane matrices you can't show them in rgba, so just packed them into 1 3 and 2 4 just to demonstrate what it is?
nice this series is going to be very helpful for people that are starting out with gen.
This is "Amazing"! I was always wondering what this jump is for, and had a shitload of trouble with textures. Now i know why! Thanks for that!
Gracias Fede!! salute!
Thank you! I finally understand jump and offset. Yay. Great job. Fundamentals are so precious, ( I wonder if the normals could be drawn easily with lines?) Also every vertex for a low dim sphere would have at least 3 triangle elements, converging at one vertex so the normals would be different, correct?
Hi Enki! Thank you very much, yes I will do a normal visualization with lines. Now, to answer your question: the normals should be summed and averaged to get the single per vertex normal when the vertices are shared.
Take a look at this answer: stackoverflow.com/questions/6656358/calculating-normals-in-a-triangle-mesh/6661242#6661242
Hi Federico! It's a great tutorial and thank you so much for explaining it now I fully understand jump and offset!
Just one thing to ask, I'm confused about the texture mapping here. Why is the alpha plane being route to 1 and 3 while epsilon plane goes to 2 and 4? Much appreciate it if you could help!
Hi Rein! Thank you for your comment. Can you point me to the moment in the video that you don't understand?
@@AmazingMaxStuff Sure! It's at 7:30 when you're adding the jit.unpack object. I understand there are two planes as texture coordinates from gridshape but not sure what they are and confused about why adding the first outlet to 1 and 3 inlet of jit.pack while second to the 2 and 4. Glad if you can help.
@@reinliu5090 Oh yes that's a bit tricky! The thing is that the texture coordinates are just a two channel matrix, cause they are the x and y coordinates. So jit.pwindow uses the first channel to fill the plane 0 and 2, and the second channel for planes 1 and 3. I was showing why we see those colors on the jit.pwindow when passing the texture coordinates. Is it a bit more clear?
@@AmazingMaxStuff Thanks Federico! So in my understanding, since they are two plane matrices you can't show them in rgba, so just packed them into 1 3 and 2 4 just to demonstrate what it is?