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Petr Vanek

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Everything posted by Petr Vanek

  1. Helo @smajehrke, if you wanted to just stay with Blender, what you can do is to use older Blender for the export, as multiple Blender installations can coexist. When looking at your GDTF file, the fixture is pointed up, and the beam is pointing down, so the MA (i have not tested in the console) will likely not show any beam. Other then this, i tried to open the 3DS in another programs and it seems OK. Let me add @dmueller here, he might know why the MA3 3D doesn't show the model.
  2. Hello @StNic54, thanks for all the work, great! When defining the beam, make sure to use Beam geometry (most likely you did), make sure to use correct Beam type (Spot/Wash), as leaving it defined as None would only provide a "glow" from the geometry but no beam would be drawn. Also, make sure that the geometry is not blocked by another geometry obstructing the output and also that the beam is facing correct way, see here: As for the defaults, this sounds like a MA specific issue of maybe even version specific. Default values are defined per ChannelFunction. Also, there is the Highlight value, which is different from Default. To delete a revision, use the three dots menu → Delete: See more about files management in this post: cheers Petr
  3. Hello @Nekojimi, thank you for the report and very sorry about the issue. We use the builder during the day for many hours without data loss. Did you leave the tab/browser and moved on with your work or were you continuously working inside this tab? The data should be periodically stored into the local storage. What browser (version) on which operating system were you using? Thank you, Kind regards Petr
  4. Hello @gabe927, i am very sorry about this experience, thank you for your report. While the browser is a very powerful tool that allows us to write applications in it, to eliminate cross-operating system issues, software distribution, installation and updates, it does have it's limitations and letting the tab to sit idle (and perhaps even allowing the browser/computer to go to sleep) is not advisable and you should always save. Same as you would not let the tab open if you were filing your government tax return. >In more detail, I had been working on this fixture up til around 9:30pm last night, watched a movie, Here is the place where you need to make the save. Depending on operating system, hardware configuration and amount of (free) memory, the computer might decide to kill the tab without any warning. We will see if there is anything that can be done on our side, to mitigate this issue, thank you for reporting. Kind regards Petr
  5. Hello @GGGss, sorry about the issue, this was an unplanned unannounced outage of the hosting provider. Unfortunately, we were not notified by them either. Kind regards Petr
  6. 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
  7. Added as a feature request. https://github.com/mvrdevelopment/spec/issues/93 P.
  8. Thank you for all the reports, appreciated!
  9. 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 🙂
  10. 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.
  11. 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.
  12. >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
  13. 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
  14. 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.
  15. 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.
  16. @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
  17. 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.
  18. 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
  19. 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
  20. ErrorCode67: "If two channel functions use the same DMX range, mode masters should be defined" 🙂 P.
  21. Hi guys, i listened to your discussion on Friday, certainly a good talk about GDTF, the name check was totally unexpected 🙂 , thank you 🙂 All credit here to the team, both in the GDTF group and also in Robe - to the guys collecting the data and punching it in 🙂 As for the few things i remember i wanted to comment on: - gobo rotation between fixtures/manufacturers - yes, GDTF is providing mapping between control and physical, so as long as you say what speed and direction you need and the data is present in the GDTF, the console has the ability to send out the required DMX for multiple fixtures to work in the same way. - as for the prism visualizing in the builder, this in fact does exist, see here: As for "ensuring that manufacturers do a good job", i wish that that includes both fixture manufacturers and also console manufacturers 🙂 Please feel free to ask here any question that you might have raised i missed now, And keep up the discussions going, cheers Petr
  22. A DMX Mode is a container holding definition of DMX channels and GDTF allows us to define multiple DMX modes for a single device withing one GDTF file. The concept of multiple DMX modes is good, because not only we can have a complete device definition in a single GDTF file, but we can also define DMX modes for different software version of the device. This allows us to provide both older and newer versions of DMX definitions if needed. For this to work in the GDTF Builder, we must first define RDM details on the Fixture tab: If you do not know the Manufacturer ID, it can be found here: https://tsp.esta.org/tsp/working_groups/CP/mfctrIDs.php . The Device Model must be retrieved from manufacturer documentation, or you can also try to find it in the OpenLighting database: http://rdm.openlighting.org/model/display?manufacturer=21075&model=263 . Do note that you fill in the hexadecimal values, not the decimal representation. With these data being filled in, you can now define DMX Model and provide the name, top level geometry (base) and the "RDM Software version + RDM Personality ID" pair for each DMX Mode: If you have for example a DMX Mode, which was added only in software version 2, you can define this pair of Software Version - Personality values in the DMX Mode definition. So in the following example, we have a DMX Mode 1 and 2 available in software versions 1 and 2. Then we have DMX Modes 3 and 4, which were only added on software version 2: Hope this helps, Petr
  23. Hi @Livecue i think it is better to report directly in VW issue tracker or their forum... the will need to know what you are exporting the MVR from... cheers Petr
  24. Thank you @Janng for the report. I am glad to see Firefox and Ubuntu referenced 🙃 cc: @pedromagalhaes
  25. Rasterized PNG images are used in GDTF in several places - as a device thumbnail or as a MediaFileName in slots for gobo wheels and animation wheels. While the definition of a device thumbnail is quite simple (a png file to provide the rasterized picture with maximum resolution of picture 1024 x 1024), definition for a gobo slot image is more involved: Gobo images shall be in PNG format with an alpha channel. Indexed, Greyscale and Alpha, 8-bit RGB and Alpha, or 16-bit RGB and Alpha are accepted pixel formats. The Background shall be fully transparent and should be considered to be the equivalent of a gobo holder. The Image region shall be fully opaque aside from anti-aliasing and shall be as large as possible. The Background region, the equivalent of gobo holder, is defined by full transparency (Alpha 0). In the Image region, Pure Black (RGB 0,0,0) is opaque (2), and Pure White (RGB 255,255,255) is transparent (GDTF). Colored gobos (3) shall use an RGB approximation. The RGB approximation shall be calculated on the basis of Pure White being the CCT of the fixture light source and the ICC color profile embedded within the PNG. The default shall be sRGB. - Maximum resolution of picture: 1 024x1 024; - Recommended resolution of gobo: 256x256; - Recommended resolution of animation wheel: 256x256 So for thumbnail images, one can use pretty much any png image with the given dimensions. Ideally, the image should be a square, so the result in any UI is more predictable. This is the default image provided by the builder: What we like to do, however, is to ensure that the image is actually trimmed on a transparent background, so it can better fit into any UI (checker board indicating the transparency): With the transparency: For wheel slot images, you have ensure that the non-transparent (opaque) and transparent (white, colored) portions are correctly defined and also that transitions between them is also correct. Here is a 256x256 example. We actually provide gobo images in maximum possible resolution (1024x1024), for the best outcome in visualizers. It is simple to sample down if needed. The only exception we currently do are devices with tenths of gobos, like the MiniMe and ProMotion, where we scale the images to achieve close to 10MB size of the complete GDTF file. As i mentioned, critical parts are the transitions. On the edge between alpha and color, you should have no extra color (due to antialiasing), just the alpha (transparency): On the edge between white and black, you need to have only colors and no transparency: Same rules apply for the animation wheel: Hope this helps Petr
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