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documentation.json
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[
{
"Type": 0,
"Text": "An interactive playground that illustrates various method to animate things in Tooll.\n\n[Value]",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "00000000-0000-0000-0000-000000000000"
},
{
"Type": 1,
"Text": "Tooll is all about animation. So there are endless possibilities for it. This playground shows some examples. \nTry to select the operators at the end of each graph and play with them.\n\n(please activate the Idle Motion mode in the time controls)",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "1e8fabb8-c4ff-42e8-bf8a-a8063a46a54b"
},
{
"Type": 1,
"Text": "Using time. Notice that Tooll's time is not in secs but in musical bars -\n4 beats is 1 bar. 4 bars form a measure. This means that your animation\nwill work for all BPM-rates!\n\n\n",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "61c00d70-55f1-496d-ab8b-d75387a440e6"
},
{
"Type": 1,
"Text": "Math is your friend (even if you didn't love it in school).\nUnderstanding these 3 functions will be a game changer for your work.",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "d1a48210-aa37-4a47-bc5b-ecb4974738b2"
},
{
"Type": 1,
"Text": "Keep in mind that you can always combine things.",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "531dc9b0-ad02-4259-9719-5977dcc4adba"
},
{
"Type": 1,
"Text": "If values fall in the range between 0 and 1, nerds call them \"Normalized\" or \"Saturated\".\nThe Pow function is very useful to add easing to your normalized values.\n\n",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "02b96af0-3803-4ddb-af58-2f839afe52c1"
},
{
"Type": 1,
"Text": "There are operators that are animated without a connection to [Time]*\nThese operators are such powerful tools that we should explain them in detail:\n\n\n\n",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "5f9df0dd-39ec-49e9-894b-e820413fdb70"
},
{
"Type": 1,
"Text": "* These are automatically connected to time.",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "c6d0cf73-962f-4e66-ade9-60fb8e72f0d4"
},
{
"Type": 1,
"Text": "Mucians might know [AnimValue] operator as\n\"LFO\" (Low frequency operator).\n\nYou can adjust its main parameters directly by holding \nthe CTRL key.\n- Drag Up/Down on the left adjusts the rate in steps /4x4\n- Drag the graph to adjust ratio and Bias",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "7333c3c1-a0f0-41c9-9fd8-518804226909"
},
{
"Type": 1,
"Text": "[SequenceAnim] is to generate repetitive patterns.\nYou can adjust the steps by dragging with CTRL.\nCheck out the modes. It's very flexible.\n",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "d5214db2-60b4-42b3-9a43-3297dd325454"
},
{
"Type": 1,
"Text": "[Counter] is similar to [AnimValue].\nIt can be useful to drive continuous values like\nrotations and phases.",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "0f56d01a-e2bd-4948-8357-f52caa52a7ae"
},
{
"Type": 1,
"Text": "[PerlinNoise] is the go-to algorithm to make things\njiggle in a natural way. Perfect for camera shaking\nand so many other things.",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "363650ae-441e-4058-9319-6c33eea9d63f"
},
{
"Type": 1,
"Text": "Click me",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "558cb89d-7c4c-42fb-a837-fa6eec50fcf6"
},
{
"Type": 1,
"Text": "Reactions to audio input or the current project soundtrack is an advanced topic.\nIt's probably easier to check out one of the tutorial videos for that.\n\nHere's a short example of what you could do with that.\nPress play to activate the soundtrack.",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "e068acab-3f1f-4c4a-936a-2d5a631b18d1"
},
{
"Type": 1,
"Text": "Tooll also provides possibilities for keyframe animations.\nYou can animate any scalar and vector parameter in the parameter window.\n\nAnimated operators have a small orange \"animation\" tag in the corner, \nlike this one:",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "10deadb1-757b-4c5a-a798-7184a5868feb"
},
{
"Type": 1,
"Text": "If you click on \"Dope\" / \"Curve\" in the Time Control Bar\nyou can toggle between Dopesheet and Curve mode.\nDragging keyframes holding the Shift-key toggles\nsnapping.",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "ed0d2b3a-8791-4b08-a04b-408338187908"
},
{
"Type": 1,
"Text": "Another powerful option for procedual animation is [TriggerAnim].\nTake a look at the following example:\n\nA different version of effects are triggered if any of the events on the left occur.",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "6e01257e-ea2a-426e-95f1-57706f756c0c"
},
{
"Type": 1,
"Text": "Here is a more elaborate example on how to use an animation event...",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "d0729712-35f1-4955-81db-6c74338387da"
},
{
"Type": 1,
"Text": "We create a new clear color for our render target, by cycling through a gradient. \nNotice how [Counter] uses a modulo to repeat the cycle.",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "95812bb4-d98b-4bbe-b7e7-577c881298ca"
},
{
"Type": 1,
"Text": "Combine two [TriggerAnimation] with [Remap] to \ncreate a bouncy font size.",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "e297379b-e86e-465d-9470-b7744aaf4b80"
},
{
"Type": 1,
"Text": "Use an integer count to pick a string from a list...",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "c160e623-08f7-4ba0-b9ee-701fa728eec6"
},
{
"Type": 1,
"Text": "...and pick from a list of meshes to draw.",
"SymbolId": "9b1a1ff1-2935-4d9a-880f-897a7f8885ad",
"Id": "0059af6e-4f43-4a20-81ee-064d0f932e1a"
},
{
"Type": 0,
"Text": "An interactive tutorial how to render content with Tooll's rendering pipeline.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "00000000-0000-0000-0000-000000000000"
},
{
"Type": 1,
"Text": "Tooll is all about drawing (or \"rendering\") realtime content. \nThis playground will give you an introduction. ",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "9fc74122-1bcb-42fd-aab5-70a85494da34"
},
{
"Type": 1,
"Text": "Here is a typical setup of the basics steps.\n\nFor each of these steps there are many operators to achive different effects.\nPlease check out the [HowToUseOperators] for more details.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "d8d8b8bf-155c-442f-8803-33d1adb4f4fa"
},
{
"Type": 1,
"Text": "Generate and apply environment texture and\nshow it in the background. The Camera \nhas to follow later so the background \nmatches the camera movement..",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "172298dc-5619-4b11-9fd1-759b82cd840a"
},
{
"Type": 1,
"Text": "This is an advanced setup that illustrates many components required for a PBR light setup.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "52f96e30-a573-452c-8454-b71544dd9cd1"
},
{
"Type": 1,
"Text": "Many draw operators allow to set specific drawstyles.\nHere are some examples for the results you can achieve \nby adjusting the parameters of [DrawMesh]...",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "297fac84-de17-4b6c-87b2-08935862abaf"
},
{
"Type": 1,
"Text": "Here is an example for loading and setting up PBR Assets with complex textures.\nThe awesome \"Cerberus\" gun is made by Andrew Maximov (see link in description)",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "ad01e43b-9c5d-4b80-944e-34349b66ea9c"
},
{
"Type": 1,
"Text": "Some tips:\n- Select and pin the final operator operators on the right to the output window so see the results.\n- Enable Idle-Motion on the timeline toolbar, to see some animations.\n- hover over the comment-icons to learn more.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "f54d92fe-a9ba-4a15-847f-235451f65431"
},
{
"Type": 2,
"Text": "... into an image buffer ...",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "114f1697-de7a-4479-afef-4f0e75473c55"
},
{
"Type": 2,
"Text": "Some \"content\" like buffers or textures...\n\nYou can discover numerous additional Mesh generators in the symbol browser within the lib.3d.mesh.generate namespace.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "5f06349f-20f9-4c08-9080-73cab767ec56"
},
{
"Type": 2,
"Text": "... it's now drawn...",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "8db2355a-03dd-463f-850c-e7c46f2e2542"
},
{
"Type": 2,
"Text": "... with a \"setup\" ...",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "0823549b-0920-4918-914a-6b5dd46ee73b"
},
{
"Type": 2,
"Text": "... and finally we can apply a post effect.\n\nPlease select this operator (and pin it in the output window) to see the result.\n\nAlso check the video tutorial for the Raster effect linked in the description of this operator.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "83cfdd8a-5ad0-4963-933a-3350c723da68"
},
{
"Type": 2,
"Text": "Load and distort a mesh...",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "c60d8bbe-4d2d-41a3-a8cd-6d2909cc6d6d"
},
{
"Type": 2,
"Text": "... we add a displacement effect and animate its phase over time ...\n\nYou can Select this operator and press Shift-B to bypass this effect.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "fadf444e-7fa3-4a8f-b8f9-826dcc887a54"
},
{
"Type": 2,
"Text": "Now we draw the mesh. ",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "d16957f5-2a78-4df6-b26d-50cdc991610a"
},
{
"Type": 2,
"Text": "A bit of colored fog for depth.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "cf44730d-4b94-41d8-8daa-77a3cdc8dfa8"
},
{
"Type": 2,
"Text": "Render to an image buffer using anti-aliasing.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "0abc263f-1c0c-4405-a803-5b3c4fa09649"
},
{
"Type": 2,
"Text": "Setting the material with a generative texture for the emissive color.\n\nNotice how the pattern highlight color is brighter than 1 so it glows nicely.\n",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "30d0ea55-fdfe-4fbd-8aef-f5978f02897a"
},
{
"Type": 2,
"Text": "Apply post-processing ambient occlusion to darken creases.\n\nNote how we also have to connect the RenderTarget.DepthOutput for this effect to work.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "e069a7da-016d-475c-952b-0f69a551ef9d"
},
{
"Type": 2,
"Text": "Split vertices for flat shading.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "da8c1027-7fe4-476b-9554-9a5def4a2acb"
},
{
"Type": 2,
"Text": "Apply glow to HDR colors in the emissive texture and environment.\n",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "f4cab9da-00e0-48d5-b6c0-2bdfdb2e30ac"
},
{
"Type": 2,
"Text": "A lense flare setup that follows the point light position.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "e13af1a0-015d-4c9e-93c8-27c39bdcb076"
},
{
"Type": 2,
"Text": "Some dust particles that wiggle around.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "9fab0cbe-51e6-4cd5-95db-7688cb1aa95c"
},
{
"Type": 2,
"Text": "Finally we apply some color grading and vignette.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "35b60bb9-6e7e-4077-9862-926a35be6116"
},
{
"Type": 2,
"Text": "This is a fancy operator isn't it? If you are curious, you can double click it to look inside and learn how this is made.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "195fc78a-57a1-4e9e-b9ce-515d69f6d67d"
},
{
"Type": 2,
"Text": "Note how we adjust the culling to None so we also render backfacing triangles.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "444fac4f-e84b-4ac7-9edf-7d6fbe27d543"
},
{
"Type": 2,
"Text": "We use the geometry as OBJ (see the link in the description)...",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "051f0cfc-b352-4733-9bd7-fadf23ad904e"
},
{
"Type": 2,
"Text": "We're using CombineMaterialMaps to create the combined texture.\nThat's the reason we change the roughness-offset to 0.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "7b3387ab-9153-4d44-99c6-e62c9dff7131"
},
{
"Type": 2,
"Text": "Note how we adjusted the Roughness Remap curve to make the gun slightly less shiny.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "7241eb50-c918-457c-a2ba-0299b9d24281"
},
{
"Type": 2,
"Text": "Normally you draw a single mesh...",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "e935f2d3-726e-4577-abad-176d02ca1c07"
},
{
"Type": 2,
"Text": "...but you can also use a list of Points to draw instances.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "3c854ec7-5b82-41f5-a3be-5e868217a7d6"
},
{
"Type": 2,
"Text": "Notices how we increased the MultiSampling to 8 samples to reduce some of aliasing on the finer details of the gun.\n\nThese samples are ONLY computed at the edges of the geometry, not of the surfaces.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "24bb70f4-6ce4-4e1b-8de6-f1f93bd73e8f"
},
{
"Type": 2,
"Text": "SetEnvironment without a connected connected texture allows us to enable the default background and adjust is brightness.\n\nAlso check the documentation fo this operator.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "9f1f826c-9b24-40cf-ade1-ed4dfc692dbd"
},
{
"Type": 2,
"Text": "We use this \"Null\"-object as a reference for the center of our scene, so we don't have to guess the depth of field's focus center.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "5ec89390-974c-4841-b585-71fbe0fb4561"
},
{
"Type": 2,
"Text": "We also add a rotating point light just for completeness.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "9117a6bb-1111-4c9a-be44-627211c9f307"
},
{
"Type": 2,
"Text": "We add a point light and animated it.",
"SymbolId": "40757a26-1cd8-477c-a774-7463aadd6f0f",
"Id": "93dc2607-bf39-4f76-bc53-416adec48b17"
},
{
"Type": 0,
"Text": "This is playground that gives an overview about Tooll's main image effects operators.",
"SymbolId": "649d4542-4165-4129-9484-dd8fb8663e15",
"Id": "00000000-0000-0000-0000-000000000000"
},
{
"Type": 1,
"Text": "There are effects that use the incoming \nimage to generate patterns or shapes.",
"SymbolId": "649d4542-4165-4129-9484-dd8fb8663e15",
"Id": "d05d3d5d-240b-4de8-a970-e881f43d4c02"
},
{
"Type": 1,
"Text": "Here are examples of effects that\ntransform or distort an image buffer.",
"SymbolId": "649d4542-4165-4129-9484-dd8fb8663e15",
"Id": "c57262d3-9928-48c2-ab08-eba3a204fcde"
},
{
"Type": 1,
"Text": "This operator picks one of the incoming effects.\n\nYour can toggle the grid icon in the \nTime Controls to pause this.",
"SymbolId": "649d4542-4165-4129-9484-dd8fb8663e15",
"Id": "a35b622a-4f5c-4ee1-bf67-0c29c446415a"
},
{
"Type": 1,
"Text": "Here are some basic image effects.\nAlso note, that most operators\nhave presets you can explore.\n\nTIPP: Hold the ALT-Key while\nhovering over presets.",
"SymbolId": "649d4542-4165-4129-9484-dd8fb8663e15",
"Id": "cc4c290c-294b-4d1d-bdcd-c58be4ad88d6"
},
{
"Type": 1,
"Text": "Many effects use a second input\nas mask or effect input. Here are\nsome examples.",
"SymbolId": "649d4542-4165-4129-9484-dd8fb8663e15",
"Id": "374f4922-c82a-416b-86ec-7c52b7321fc4"
},
{
"Type": 1,
"Text": "Blend is the go-to operator to\ncombine image buffers. ",
"SymbolId": "649d4542-4165-4129-9484-dd8fb8663e15",
"Id": "341cd5a9-322a-46b4-bfa9-864e6aad8dd4"
},
{
"Type": 1,
"Text": "However you should consider using [Layer2d]\nfor better rendering performance.\n",
"SymbolId": "649d4542-4165-4129-9484-dd8fb8663e15",
"Id": "5e8bd960-7a80-4d3b-9d1b-3ee52183a8fd"
},
{
"Type": 1,
"Text": "This is nice example of \nthe kind of effects that\ncan be achieved with compute\nshaders. ",
"SymbolId": "649d4542-4165-4129-9484-dd8fb8663e15",
"Id": "50b5afd1-0769-411f-b2e0-5bc37a2e664c"
},
{
"Type": 1,
"Text": "[BlendWithMask] uses a mask image to control the blending.",
"SymbolId": "649d4542-4165-4129-9484-dd8fb8663e15",
"Id": "6d0076de-13c0-4688-982d-c3cb67fe35de"
},
{
"Type": 1,
"Text": "You don't need an effects layer for [DirectionalBlur] .\nBut it really results in some very interesting visuals.",
"SymbolId": "649d4542-4165-4129-9484-dd8fb8663e15",
"Id": "eecc7921-23d8-4aa9-8e16-6d35fb2a816e"
},
{
"Type": 1,
"Text": "[Displace] uses the gradient of effect\nimages to distort images.",
"SymbolId": "649d4542-4165-4129-9484-dd8fb8663e15",
"Id": "ab3b2edb-7215-4bed-bfb8-cea5b6f5969e"
},
{
"Type": 1,
"Text": "Fake Light produces something like an emboss effect.\n",
"SymbolId": "649d4542-4165-4129-9484-dd8fb8663e15",
"Id": "7cf03de1-1d93-43f8-a91f-0d303e8fc2de"
},
{
"Type": 1,
"Text": "This is another displacement variation.",
"SymbolId": "649d4542-4165-4129-9484-dd8fb8663e15",
"Id": "e7d3314e-404f-47ba-96eb-ac6a1624f8cf"
},
{
"Type": 1,
"Text": "Blending",
"SymbolId": "649d4542-4165-4129-9484-dd8fb8663e15",
"Id": "e6afb637-c33e-4b9d-9ebd-b4275a0b9b3d"
},
{
"Type": 0,
"Text": "This example gives a playful interactive introduction to Tooll's operators and how they work.",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "00000000-0000-0000-0000-000000000000"
},
{
"Type": 1,
"Text": "Everything in T3 is made out of operators.\nThese operators can be structured into the following categories.",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "f2ae8a9c-8d73-4698-9e04-e8fab0ac2797"
},
{
"Type": 1,
"Text": "Values",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "3aae77b7-2887-4639-9066-9a6d724963f5"
},
{
"Type": 1,
"Text": "Buffers / Data on GPU",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "60143946-178c-46d0-87ad-42756155815b"
},
{
"Type": 1,
"Text": "Draw instructions",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "764be5c8-a525-4175-84e0-a6960d88ac14"
},
{
"Type": 1,
"Text": "Draw attributes",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "63c6b793-896f-4771-aa9b-5ecc42880619"
},
{
"Type": 1,
"Text": "Flow control",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "6294dc30-d1fe-48ea-9e9c-fba59643b5d3"
},
{
"Type": 1,
"Text": "Render Targets",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "a6e72c0c-14d5-4534-9678-918b37541511"
},
{
"Type": 1,
"Text": "Image Effects",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "cb85d1d8-9d77-4f0e-a427-b635818f6f62"
},
{
"Type": 1,
"Text": "You can quickly distinguish the catories by their respective output type: Float-Number, Buffer, Command, Image, etc.\nThere are many more types but understanding these foundations will get you far...",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "5bdcc582-0109-4388-bdf5-4d580fa2a967"
},
{
"Type": 1,
"Text": "Although the data is flowing from left to right, the graph is actually \"evaluated\" from right to left!\n\nLet's look at the following example.\nPlease click on the [RenderTarget]...\n\n\n",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "d07b68ba-775d-44e2-9299-f9963d881164"
},
{
"Type": 1,
"Text": "1. If this RenderTarget\nis selected, it \"requests\"\nits input command.",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "b03d9382-caa3-47b9-ad9c-5db277583562"
},
{
"Type": 1,
"Text": "2. This connected operator\nsets a camera perspective\nand also requests its connected \ncommand.",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "38cdb32d-2357-45fe-9774-6681b00b93fd"
},
{
"Type": 1,
"Text": "3. This operator finally wants\nto \"draw\" something,\nbut it needs some\ncontent, so, ...",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "c585a017-bbda-4ce7-b26a-159a9f4eb27a"
},
{
"Type": 1,
"Text": "4. ... finally this operator\nprovides the actually data\nin form of faces and vertices.",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "2fca86b0-adbd-45af-a8e1-f8bf5711cb07"
},
{
"Type": 1,
"Text": "This example show that graphs can form complex networks (but not loops).",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "54cb1d11-87a9-4a3e-9be8-bb675fffd24f"
},
{
"Type": 1,
"Text": "While the graph is being evaluated (remember: from right to left), parameters\nfor where and how to draw things are collected.\n\n",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "d4dc659e-f088-44da-87a4-962d9faa2984"
},
{
"Type": 1,
"Text": "Transformations like Offset, Scale and Rotation\nare accumulated.",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "9201860c-0aad-40bc-9693-f280da49c181"
},
{
"Type": 1,
"Text": "Settings for Material, Time and resolution \nare overwritten. The last one (on the left) wins.\n",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "7dd94d2a-7335-4106-a707-09402a2a3d00"
},
{
"Type": 1,
"Text": "Switch and Pick operators both help you to build complex\nsetups that respond to inputs like time, audio or sensor data.",
"SymbolId": "fc3a89d4-e7ea-45d8-b1c5-41170c7cd2b8",
"Id": "ac34d967-98a9-43f4-aa93-0c3d1c28c700"
},
{
"Type": 0,
"Text": "This interactive tutorial explains how Tooll's [ParticleSystem] works and how you can use it.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "00000000-0000-0000-0000-000000000000"
},
{
"Type": 1,
"Text": "There are many forces to pick from. \nHere are some examples.\n\nTIP: Please enable idle motion and select \nthe final output to see the effect.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "e458c89f-6239-4306-b90b-311446a1f617"
},
{
"Type": 1,
"Text": "This is a most simple example of a particle system...",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "35f2d883-63f6-49b9-809d-cd9b9b19e94b"
},
{
"Type": 1,
"Text": "A set of point to emit \n(this can be tens of thousands)",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "e8eaa7a4-561b-4bfa-9b05-2cba36dbb1f1"
},
{
"Type": 1,
"Text": "One or more forces that are \napplied to the emitted particles.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "3aa41853-402e-4ed6-aba6-982e98434d06"
},
{
"Type": 1,
"Text": "It generates points that can be used \nfor rendering or other effects.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "3ca7df36-ea96-40c1-81ad-dabbeeb37b8b"
},
{
"Type": 1,
"Text": "The [SurfaceForce] simulates collision of the primitive sphere, cube or plane.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "7f56c6ab-a59a-452c-a4e4-f40dda99b2f3"
},
{
"Type": 1,
"Text": "Emit a single point once per bar.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "3c19a1c5-f12d-492c-a6ff-5ec22db39197"
},
{
"Type": 1,
"Text": "These points are repelled out of the sphere and then attracted towards it.\n",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "1ca566cf-83ad-41fa-90b7-7c34ba1debe1"
},
{
"Type": 1,
"Text": "The VisualizePoints operator can be used\nto show the particle's velocity.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "9380ea3e-c8c2-4f91-a995-46dfd61104a7"
},
{
"Type": 1,
"Text": "Here are some examples for different emitters with\na very simple [DirectionalForce] as gravity.\n\nNotice how we enable initial velocity for the [ParticleSystem].",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "aa50be31-ac57-4994-b957-de79ecdfdc6e"
},
{
"Type": 1,
"Text": "Here are some examples how to chosing different methods \nof drawing the particles can lead to a wide variety of results.\n",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "5bdf284b-854d-4ca4-abb6-5cfb763f132b"
},
{
"Type": 1,
"Text": "A VERY simple particle effect.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "ee30c5cf-c4ce-46da-8a73-58d3599733dc"
},
{
"Type": 1,
"Text": "A simple fire like effect.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "f39ea71c-cb55-41d9-b75e-f823572ed031"
},
{
"Type": 1,
"Text": "This slightly more advanced example highlights the [StepAxisForce].\nOn every beat some of the particles are accellerated towards an axis.\nBecause they leave a [PointTrail] behind, this evalually results into a grid-like structure.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "a8e9c5d5-dd2f-47bd-b2e2-f62b1898f57e"
},
{
"Type": 2,
"Text": "This is a very simple particle force. \nWe animate its force with the current time.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "3727ea90-2f55-4634-aaf3-7369b369135e"
},
{
"Type": 2,
"Text": "Here we only pick a single force. But particle system can be connected to many.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "9502243e-7360-4c55-807f-4361a5914813"
},
{
"Type": 2,
"Text": "This counter is incremeted once every bar add switches between different forces.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "42de9f29-5869-4ab8-84b9-fc9d7105a20e"
},
{
"Type": 2,
"Text": "This is also nice.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "b8729c32-9439-4651-abcd-1a7675d8baff"
},
{
"Type": 2,
"Text": "The [SurfaceForce] can be used an attractor, a container or a reflective surface.\nAlso see the examples further blow.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "ce57c1de-b755-4b5d-b31a-50bd9156892f"
},
{
"Type": 2,
"Text": "Note how we set \"SetWTo\" to ParticleSpeed. This can then be used by the [VisualizePoints] operator to show can the length of the velocity indicator.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "ca8a57cc-6b07-49f4-b652-d29b79f0d891"
},
{
"Type": 2,
"Text": "We generate a new buffer with slightly randomized point orientations.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "edfc232d-0bcb-4d68-8cc1-8b3b4137422e"
},
{
"Type": 2,
"Text": "Switch between the different emit points on every bar.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "5c4c4fdc-a15a-4a9d-bfee-2590bbd59a88"
},
{
"Type": 2,
"Text": "This draws points as billboards with some shading.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "cc6f1e99-1a0f-4e35-b82f-6b2d5391f5f1"
},
{
"Type": 2,
"Text": "Select and pin this operator to see the results.\n\nTIP: Don't forget to start playback or enable Idle motion in the toolbar below.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "6fa6a070-4415-45e0-ace9-7d63bd5849c8"
},
{
"Type": 2,
"Text": "This operator computes the size of each face to produce a uniform random distribution of of points on the mesh surface.\n\nNotes how these points are oriented with their normal pointing towards to mesh normal.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "33c4ad16-4e20-46d8-9065-0c9bf18f17d8"
},
{
"Type": 2,
"Text": "This converts the point into a GPU buffer.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "f2cbfa53-d71a-412e-bd17-54e83703cecf"
},
{
"Type": 2,
"Text": "We randomly rotate the points.\nNotice how we change the transformation space to \"Point\" to rotate around each point's center instead of the object center.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "5998e214-8825-427e-b009-7e628725a5cd"
},
{
"Type": 2,
"Text": "Notice how we set a fixed resolution instead of using the requested output resolution.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "e72c9fac-628b-471d-8c2c-72f255d6b81a"
},
{
"Type": 2,
"Text": "Similar to [PointsOnMesh] this generates random points depending on an image's brightness.\n\nThis operation is VERY slow for large image resolution. Unless the image is animated the result of this computation is cached though.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "772d2d86-561e-4267-b405-b736a2010dcc"
},
{
"Type": 2,
"Text": "We utilize this operator to pick only one of the [LinePoints] for emitting.\nThe index is incremented every frame.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "b214aa0c-42ca-4c23-b860-68931c334cbe"
},
{
"Type": 2,
"Text": "Simple white points. Notice that the Point's W attribute is used for scaling the points.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "cfc7c7c0-c7b5-4f68-a87b-0a4bb3a0c8f5"
},
{
"Type": 2,
"Text": "We switch between different draw styles once a frame.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "ab71bf02-58db-4cfa-ab8a-d0b78df35812"
},
{
"Type": 2,
"Text": "We can instantiate meshes at each point.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "9823e3c4-6b8b-4789-bbe5-b1528e045fe0"
},
{
"Type": 2,
"Text": "We can also clone other points at the particles positions.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "628ae78f-9eae-4479-89c1-5dcc580d62bd"
},
{
"Type": 2,
"Text": "This op uses a volume with a slow fall-off radius to define the strength of the transformation.\nThis can lead to very interesting results...",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "e19288b3-fde2-4e4a-b5ba-1750f7835487"
},
{
"Type": 2,
"Text": "A similar volume with a slow falloff can be used for \"selecting\" points.\nSelection in this case means setting the W-Attribute.\n\nbecause this is then used by [DrawPoints] it looks like the points are fading out.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "8980fc15-5044-474c-9e9c-6ba02c55461a"
},
{
"Type": 2,
"Text": "We change the orientation of this circle toward the y-axis (pointing up),\nand adjust the orientation so Z-points inwards.\n",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "481d81f4-d9cb-4171-b742-1b7bb34f9fca"
},
{
"Type": 2,
"Text": "We adjust the aging rate and write the particle age to the result points W attribute so it can be used by [DrawBillboards].",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "6228a4bd-c9c1-4844-b980-20a94dedc951"
},
{
"Type": 2,
"Text": "We use the W-attribute for sampling a gradient and scale curve for each particle.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "88f59435-472d-47d9-90ae-59c74e57374a"
},
{
"Type": 2,
"Text": "We constantly emit this one point in center, leaving to a gradual increase in complexity.\n\nTip: Try using a [RadialPoint] op instead.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "c8ad57b5-2fa7-498e-a958-86fdb801f5ef"
},
{
"Type": 2,
"Text": "We reduce the particle count to 10k because we draw a line trail for each of those particles.\n\nThe current particle speed is written to W so it can be used by [DrawBillboards].",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "71d60463-8b96-4d44-a841-3bdd53ef6750"
},
{
"Type": 2,
"Text": "These are very long trails leading to roughly 10 million points connected by particles.\n\nNotice how we also insert seperators if the distance between source points is too large.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "d8dd2bde-47f7-4f09-8a6a-cfcdab775007"
},
{
"Type": 2,
"Text": "We ignore the points with for the lines.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "0d092b4a-7378-4625-9d6a-f9b857208b13"
},
{
"Type": 2,
"Text": "...40% of the particles are accellerated along the x,y, or z-axis.\n\nNotice the y-axis: \n- it's chosen only 5% of the time, but then with 4x the velocity.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "03041eed-99b6-47f2-8b55-5d5471202045"
},
{
"Type": 2,
"Text": "On every beat...",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "09cd4ebe-c6a5-4382-b346-100007723e81"
},
{
"Type": 2,
"Text": "Uses draw the W attributes to highlight fast particles.\n\nThe Gradient uses HDRD colors, that spread nicely with [Glow].",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "3147c1a0-dff7-4068-a5fc-3c0ad1124fa2"
},
{
"Type": 2,
"Text": "Everythings looks better with glow.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "a872a7e0-6182-4e05-8eb0-a7d91f07f5fe"
},
{
"Type": 2,
"Text": "Visualize the used emits points with their position and index.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "72174cd2-fad8-4937-bd31-fef054611b64"
},
{
"Type": 2,
"Text": "We adjusted its parameters to it creats 4 points in a on the Y-axis.\n\nNotices how we also adjusted the OrientationAxis to X and adjusted the orientation angle to adjust the points's z (forward) direction.\n\nWe also disable the CloseCircleLine to prevent overlapping points at start and end.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "6c70d237-9e63-4bba-9f46-8a7387ed7afa"
},
{
"Type": 2,
"Text": "Select and pin operator and don't forget to enable Idle motion in the timeline toolbar.",
"SymbolId": "812561d8-cbb5-40c3-a53e-3c3f0ad2352e",
"Id": "937dc47f-0e80-4968-a26d-6721c6f336ac"
},
{
"Type": 0,
"Text": "This playground gives you an introduction on how point buffers can be used to generate content and drive effects.",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "00000000-0000-0000-0000-000000000000"
},
{
"Type": 1,
"Text": "There are many ways to generate point buffers.\nHere is a short selection.",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "24d6d4c9-86ae-4b27-89e4-4cd940448048"
},
{
"Type": 1,
"Text": "Points can be drawn in many different styles:",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "3c2452bb-9e0b-4eaa-b8f6-0b76783689c6"
},
{
"Type": 1,
"Text": "Combining and blending",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "aa763b0b-105c-4484-a194-645027866b03"
},
{
"Type": 1,
"Text": "A point is a small structure that combines flexibility \nwith a small data size for great rendering performance.",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "dc990361-035c-42c0-a86b-8f8b335772c7"
},
{
"Type": 1,
"Text": "Here is a Point. It has...",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "3bb26659-1068-451b-9d15-cfdb43f6ee21"
},
{
"Type": 1,
"Text": "A position XYZ:",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "039a4b9b-2cb2-43b3-8c99-91a22807d920"
},
{
"Type": 1,
"Text": "An orientation:\nIt has 4 components because\nwe use quaternions for better\ninterpolation",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "556dbc5f-4348-4a33-b5b0-e03b8dbefd83"
},
{
"Type": 1,
"Text": "And a W-Attribute:\nWhich is used for various effects like...\n- selection\n- representing line width\n- scale factores\n- particle age.",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "84e31cee-df94-4f80-8fa6-d6f8d8f81b33"
},
{
"Type": 1,
"Text": "We use this operator to \nupload the buffer to the GPU.",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "efa93f6a-e19d-426f-8e51-80d7aa2ef28f"
},
{
"Type": 1,
"Text": "We can use this point's position to draw more points...",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "dfa7dd0a-a43a-4fa2-b03f-e26be1dcf4a6"
},
{
"Type": 1,
"Text": "...and these positions to draw even more line points at these positions.",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "f90ff88b-5619-4340-812f-21bc753440db"
},
{
"Type": 1,
"Text": "...or create another modified copy\nand draw mesh instances there...",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "c682fefc-fbdc-482e-a662-374d73bbab0b"
},
{
"Type": 1,
"Text": "This helper operator visualizes points\nand their orientation. This one is \npermanently visible. But you can toggle\nthe default for these gizmos with the \noutput window \"Gizmo\" toggle.\n",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "422cfb03-b733-4c2f-9bbf-0a3d0453cb1e"
},
{
"Type": 1,
"Text": "Modifying",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "2c36f688-8733-41c5-b0f4-938ba39cb359"
},
{
"Type": 1,
"Text": "Generating Points",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "75f4dc3b-3942-4ebc-937a-cb57ff662c6a"
},
{
"Type": 1,
"Text": "Refine points",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "812b2f92-a03e-4fbc-9550-bea6a9634fdc"
},
{
"Type": 1,
"Text": "Most operators will create NEW buffers with manipulated, combined or filtered points.\nThis allows you to create reproducible and controllable effects.",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "e80e0d59-a953-4658-85f3-9cf519280745"
},
{
"Type": 1,
"Text": "The following operators DIRECTLY MODIFY buffers,\nlike you would expect from a particle simulation.\n",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "2b385ae1-10e6-4178-b8ac-cba37ac4f4f2"
},
{
"Type": 1,
"Text": "Here are some more examples for how to use points.",
"SymbolId": "e6a11c29-11f9-49a3-9eff-463a93503420",
"Id": "0731a2ec-bb3c-4986-bf68-a4de4859a35f"
},
{
"Type": 0,
"Text": "This interactive tutorial guides you through the user interface of Tooll3.",
"SymbolId": "1ec749af-fe7d-4728-9855-d1fa3e879751",
"Id": "00000000-0000-0000-0000-000000000000"
},
{
"Type": 1,
"Text": "This is an Operator.\nIf you select it, you see its output \nin the Output-View.",