Stride
Stride
is the build-in 3D render engine of vvvv.
Stride contains primitives, shaders, lights and more. We output our stride composition into a SceneWindow
.
Shortcuts
Reset camera in RenderWindow
- R
Show helper in Scene - F4
Transformations
For basic information about transformations see here.
Transform between
The TransformBetween
node allows to transform a shape so it is positioned between the two input positions.
Child Transformations
To have shape being transformed relative to a parent shape we can set them as a Child entity to the parent.
Scale shape uniformly
The UniformScale
allows us to scale a shape on all three axis with one scalar value.
Materials
With the ColorMaterial
node we can set a material for the meshes of the primitives. Stride also has TextureMaterial
, PBRMaterials
.
Color Material
When using Color Material
shading is disabled and lights won'T have any effect on the volume.
PBR Material
PBRMaterials
enable shadows and the define how lights will be reflected on the volume.
To set the transparency on a PBRMaterial
we can use a Blend
node and set alpha value.
Texture as Diffuse Color of PBR
With a ColorMap
node we can translate a texture into a diffuse color input for pbr materials
TextureMaterial
If we want to apply textures to our model we can load the texture with FileTexture
plug that into a TextureMaterial
.
Primitives
Stride brings build-in primitives: - Box - BoxSphere - Capsule - Cone - Cylinder - Disc - Plane - Sphere - Teapot - Torus
Data types
Entity - models, lights, cameras Material - change look of entities when rendered Texture - image format
Group
We can combine multiple primitives in a Group
node.
Group spread of elements
After a Loop we get a spread of entities. With a Group(Spectral)
node we can convert the spread into a single entity.
Light
To see something in our scene we should add a light source. Stride has multiple lights: - AmbientLight - DirectionalLight - SkyboxLight - PointLight
SkyboxLight
Allows you to add your own cubemap as the light source.
Shadows
In the primitive node we can define if it is a ShadowCaster
or not.
Camera
When there is no Camera connected to the scene VVVV assumes the default orbit camera, which allows you to navigate through the scene.
When you put your own camera they need to be connected to the root scene
and the SceneWindow
Render
To render our scene we need to join the primitives
, groups
,lights
in a RootScene
. This then get's plugged into
the SceneWindow
In the `SceneWindow we can set also the background color of our render.
Render out image
When we want to just render our scene as an image we can plug RootScene
and Camera
into a SceneTexture
and then connect this to a TextureWindow
node.
FullScreenQuadRenderer
We can use FullScreenQuadRenderer
to show a texture or image full screen in the RenderWindow
.
PostFX
We can apply PostFX
by plugging the node into the SceneWindow
PostFX input.
Or we render into RenderTexture
Fog
The Fog
node enables fog in the scene.
Outline
Outline
creates a cartoon style effect.
Grain
We can apply grain by plugging FilmGrain
in to a Cons(Collection.Spread)
and then into Color Transforms input.
LightStreak
Shining effect along bright areas direction.
Shortcuts
Reset view - long press r
Convert 3D into 2D texture
Instead of outputting RootScene
into SceneWindow
we connect it to SceneTexture
. Also plugin a FlatCamera
mode into the SceneTexture
. We then can use Stride.TextureFX to further manipulate the texture.
Texture
Stride offers static and dynamic texture sources
-BubbleNoise
-Checkerboard
-Color
-ColorPalette
-Gradient
-Halo
-Halo(Gradient)
-Liquish
-Mandelbrot
-Neurons
-Noise
-Circle
-Electricity
-Polygon
- allows to draw shapes from a multi point input - good to draw a data line with polygon
-Rectangle
-SkiaTexture
Specific drawing techniques
Draw a line with Polygon Node
Filters
Stride also offers a lot of Filter Shaders to manipulate the textures.
ShiftRGB
Threshold
Quantize
- reduce colors of input to stepped color outputHSCB
- hue,saturation,contrast,brightness color correction
Mixers
We can combine multiple texture with mixer nodes.
- Blend
- Blend between two textures using different blending options.
- Pixelate
- Blend between two textures using pixelate effect
- Dissolve
- Blend between texture using rough pixely effect
Video
In Stride we have to convert a VideoIn
or VideoPlayer
with a VideoSourceToTexture
node and then we can use it as an input for TextureMaterial
or when Stride.TextureFX enabled into a TextureWindow
Mixing Skia and Stride
SkiaTexture
transforms skia drawing into a texture. This allows us to use it for 3D objects material or apply texture effects to it.
Convert Vector3 to Vector2
XY
Node lets you quickly pick first to values of Vector3
and outputs Vector2
data type.
Shaders
Further infos
A whole tutorial is here