Shade 1.0 (8)

@Bri_G - The texture UV coords are really just a unique grid of colour encoded points in 0-1 space using proportions of red for U, and green for V. These texture positions are mapped onto the UVs of the model, which in the case of Shade are predefined/baked into each mesh ( although usually you would define the UV mapping in a 3D modelling package first). I suspect you can’t change the UV coords of the model in Shade, but you can influence the positions of the UV points at texture level to do all sort of cool effects.

To illustrate this, my texture distort test shows how you can shunt textures around a surface by adding different proportions of red/green values ( for the U and V directions) multiplied with an animated noise texture to ‘push’ pixels around.

@andymac3d - thanks for the feedback. And the demo. Loaded it up and almost the same as yours. Just seem to be missing the swizzle nearest the surface node. What is the value in your timer node?

@Bri_G - No worries… I think my timer node was something like 0.26

@simeon; will shade be imported into codea to other shaders? Or is it completely new?

@John, @Simeon - thanks for the Shade update, a lot of changes - will take some digesting. But, luv the locating map showing shader in bottom right corner. Like the new additions to the reference (videos), filename in top right hand corner and new models in the testing options.

Slowly working through the shaders I had been playing with, so far only 1 change in response. Sizing the output window took me by surprise until I realised you have to drag.

Thanks again - will report any issues I find.

Number node crashes Shade on iPhone X when you change the value via main inspector. Changing value via the shortcut at the bottom works fine.

  1. New shader
  2. Add number node
  3. Change value
  4. Tap empty space on the grid

@matthew Thanks, we’ll look into that one!

Just loaded iOS 12 and no noticeable difference as yet.

@Bri_G You’re brave with iOS 12. I usually wait a couple of weeks to see what falls out before I load a new OS. I don’t think Apple does a very good job of writing code anymore. They seem to rush things. But it’s good to know you haven’t run into anything yet.

@dave1707 - I was pretty sure developers test out new versions on beta iOS before releasing them. So I wasn’t worried sbout Codea.
12 is a little slicker, few new apps and fiddled with the keyboard - latter is a little confusing.

@dave1707 I don’t think it’s just Apple. Seems like we’re in an era where mass public beta testing is the norm. Nice that it only takes a couple weeks to get the fixes, eh?

This looks really intriguing… I can’t believe I didn’t see this thread sooner. Will Shade be released as a stand-alone app for a price?

in shade 8…
the toon shader crashed with error ’main:225 attempt to compare number with nil’
the cloud shader didn’t seem to show any clouds!

can we use the shaders in codea yet!?

@piinthesky soon, John just got them working. The new system is so much better but getting it working uniformly with all the old shader types is work.

@Simeon, @John - first impressions, wow big changes in looks, linking options, reference and examples. Like all the demos and the filing functions - now looking very professional and a finished product. Trust there are only a few tweaks to do to finish initial development. Not found any issues so far, will take a fair bit of delving.

I take it you want us to test the install as well?

Is there a way to restore the Shade examples without deleting Shade and reloading it. I’m not seeing anything for it.

@dave1707 I was about to put a button in for it last night but thought “no one will need that yet.” Now I am putting the button in.

@Simeon Thanks. I was playing around with one of the examples when I did something and one of the connections disappeared, not because of an error, but something I did. I kept playing with it because I figured I’d just restore the example, but I couldn’t find anything. Next time I’ll just copy the example and play with the copy.

@Simeon I’m curious about the three line connections/swizzles. Some connections use all three lines, but some only use 1 or 2 connections but still shows 3 lines. Plus some are pink while some are blue.

@dave1707 the lines represent the different types and cardinality of the data in the connection. Three lines means 3D data (eg xyz or rgb). A single line would be a single scalar value.