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Petr Vanek

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Petr Vanek last won the day on June 7

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  1. If you mean just generic zone control, see for example here the LEDWash 600: https://gdtf-share.com/user.php?name=Robe+Lighting+s.r.o.&page=fixtures&fixtureID=2276 or here, the Spiider: https://gdtf-share.com/user.php?name=Robe+Lighting+s.r.o.&page=fixtures&fixtureID=5846 Or do you mean to define the patterns themselves? This would ideally be done as a Macro, the current spec is focusing on a "DMX macro" that triggers a behavior (lamp on, off...), visual macros (to create patterns) are planned. The DMX Macro could possibly be used but only to some limited extend. Kind Regards Petr
  2. Added as a feature request. https://github.com/mvrdevelopment/spec/issues/93 P.
  3. Thank you for all the reports, appreciated!
  4. The "Add Multiple channel sets" is not doing anything clever like "something through something", it simple adds multiple (x) empty sets. >fully type 'max' for example when I'm in slot2, when slot1 I only have to type 'm' and I'm presented with my previous entries... So this is browser autofill what you mean, i think. Mine suggests completely different things (Firefox 89)... >I've never utilized a 3rd party manager for copy/pasting, Once you start using it, there is no way back. 🙂 Set the "Show the tray menu" to something you can easily evoke, i have it to Ctrl-Alt-Z (on a qwerty kbd), or choose one of your clever buttons, this allows you to pop it up fast, you can then either search by typing, fast select required row from the clipboard list by it's number or do some other magic like set vi style nav, so j/k is down/up to keep hands on the home row. cheers 🙂
  5. Petr Vanek

    Snap

    The idea was that these are a "truthy and falsey", so they are equal - no equals to off, yes equals to on.
  6. Do you mean "browser autofill", not the builder provided Auto Fill sets, right? (this one: ) I think the generic autofill can actually get in the way a lot and copy/paste seems much safer. I would suggest a clipboard manager, i have been using https://hluk.github.io/CopyQ/ although not on Windows/OSX.
  7. >i'm writing an open-source GDTF-Parser for Rust Great! >Page 35 ChannelFunction.ModeMaster is not defined as optional but in some GDTF-Files from GDTF-Share there is nothing there... Thank you for the report. If you encounter more unclear places, please report to https://github.com/mvrdevelopment/spec/issues thank you Petr
  8. Hi @michaelhugi, yes, this is currently being developed. There is an existing API that the builder already uses and it is being extended to allow data consumers to pull the data and also data creators to upload the data. Kind regards Petr
  9. I reported the not loading file, the problem might be that three.js which we are using might not load it, which could be the issue. I did try another three.js based viewer and it worked, but the loader might be different under the hood there... we will see that the devs will have to say... cheers P.
  10. The channel default is defined by logical channel → initial function → channel function default value. The channel function defaults are used when channel functions are switched automatically based on channel dependencies. In that moment, the uses might want to have a value different then the lower bound of the channel function, for example to have a middle value.
  11. @etiles interesting, thank you. Is it possible the provide the 3DS file which gives you troubles to import? Also, i presume you need to use older Blender (2.79), to export 3DS, or do you use Blender 2.8x and you installed an extension? Petr
  12. Good points. As for the new attributes, Tint already exists (we must add physical unit, i think this should be ΔUV defining the amount of shift from the light source's defined ΔUV). What do you think would be the physical units for CCT and White Point? Kelvin? What would those custom color parameters be? It does makes sense to be specific, of course, if possible... cheers P.
  13. Hi @erwan see that original file V1.1 attached as SampleGeneralSceneDescription.xml, i am also attaching recent GeneralSceneDescription.xml which is V1.4 which has one device inside. Hope this helps, Kind regards Petr SampleGeneralSceneDescription.xml GeneralSceneDescription.xml
  14. Prisms in GDTG are part of the Wheel and in particular, they are inside of what is called a Wheel Slot. Prisms definitions in GDTF allow precise definition of each of the prism facet and it is done by using transformations represented by Rotation matrices. There are many resources on rotation matrixes, for example this Wikipedia article and also many game engine related tutorials and articles, like this one, which is useful for our 2D prism definitions. In the GDTF Builder, there is a really nice Prism editor which can do some of the math for you, like rotations and transformation (movement): The editor also allows you to visualize multiple facets at the same time and show a circular view, which is useful for checking the final result. Here you can see linear and circular prism represented by the Rotation matrix and also visualy: When defining prisms/prism facets, it is good to know how the Rotation matrix works or at least what each field means. Here i labeled the fields important for prism definition: It is important to know what are the units used for the transformation. For the sake of simplicity, we can say here that the unit used in the matrix is "the radius of the unaltered beam". This sounds weird, so lets make an example: Let's say, that we wont to define a linear prism, which looks like this: We need to define three beams. First one in an unaltered form, so horizontal and vertical scale are 1, and there is no rotation and no offset (translation): Now we define one facet to the left, touching the first beam. As the translation is to the left (negative) and it it 2x the radius of the unaltered beam, we enter -2 into the Horizontal translation field: Now, we define the facet to the right, just touching the first beam. As the translation is 2x the radius of the unaltered beam, we enter 2 into the Horizontal translation field: So anytime we want to move the beam from the original position, we simply use the original beam as the reference. Of course, in real life, we will need to do a bit of math, here is a practical example: Linear 4-facet prism Measured projection on a wall: Unaltered beam diameter: 53 Offset of beam centers from center of unaltered beam, facets 1,2,3,4: -99, 30, 30, 99 Vertical translation: facet 3: 30/53*2 = 1.1320754716981132 facet 4: 99/53*2 = 3.7358490566037736 facet 1: negative value of facet 4 facet 2: negative value of facet 3 Horizontal and vertical Scale: If the altered beam was different, for example 55: 55/53=1.0377358490566038 Resulted preview: And the definition: Circular prisms The Builder Prism facet editor contains a handy tool to define what is the offset of the facets from the center and will calculate parameters for the desired number of facets placed in a circle around the center: Here is the initial generated result (preview): And the definition: But you must pay attention also to the rotation of each facet. The above example shows us that some facets are actually rotated: Which we must adjust by using the Rotate tool on each of the facets where this is required (-90, -180, -270): To achieve our final look: And definition: Hope this helps Petr
  15. ErrorCode67: "If two channel functions use the same DMX range, mode masters should be defined" 🙂 P.
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