ty VAT GLSL Shader
#1
Question 
Hi,

I need to import VAT's to a OpenGL engine, touchdesigner.
I was hoping a GLSL shader exists.
Otherwise i need to build something myself. But i'm not a coder .
But it would help if tyflow would export some kind off log file along with the textures, which give a description of how the pixels relate to the transformations of the mesh or bones.. this would make it easier for me to cook something up that can read vat's.
any help would be appreciatedĀ  Heart
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#2
Have you seen the HLSL shader included in the docs?

https://docs.tyflow.com/tyflow_modifiers...LSLShader/

Not GLSL, but you could port the functions over. Eventually I plan to release versions of the shader converted to other formats. A breakdown of how each mode works would probably help too, since there's some fairly complex data storage happening in a few of them.
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#3
Thanks for the reply,

Yeah i've seen the hsls,
and i also send this to a friend of me who can code glsl,
he told me its difficult to reverse engineer a importer from only a exr or image.
He made a exporter/importer for blender to touchdesigner, which now also supports animation via VAT.
https://www.youtube.com/watch?v=olRMbGqg...rySettings (from 11minutes into the video)

I would be happy to ask him if he wants to share some info to make importing tyVAT into touchdesigner possible.
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#4
(01-18-2025, 08:07 AM)tyFlow Wrote: Have you seen the HLSL shader included in the docs?

https://docs.tyflow.com/tyflow_modifiers...LSLShader/

Not GLSL, but you could port the functions over. Eventually I plan to release versions of the shader converted to other formats. A breakdown of how each mode works would probably help too, since there's some fairly complex data storage happening in a few of them.

I'm currently writing a shader that would support the Tyflow outputs for Touchdesigner.

Personally, it would help if I could reverse engineer the texture. When assuming that a simple position output, rgb would stand for xyz:

- which pixel coordinate corresponds with the first vertex on the first frame?
- where in the texture does this sequence repeats?

I've seen the unity hsls shader, but converting that for personal use is currently a bridge too far, so that's why the reversed engineering approach.

Thank you in advance.
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#5
Which tyVAT mode are you trying to implement? They all work a bit differently in terms of how they store data.

The simplest mode is just the relative offset mode, especially when storing data as floats (or halfs). Then it's just the pixel RGB values that store the deformations as vertex offsets with no further calculations required. Just add the RGB values (as a float3) to your vertex positions in your vertex shader to get the proper offset.
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