Skanky SDK latest release

Hi Kineme ! Will you ever release your latest version of the Skanky SDK ? Last one dates back from 2007. I'd like to develop a Mesh Processing patch, compatible with KnM 3DMesh datatype. Thxx

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cwright's picture
Re: Skanky SDK latest release

There's no Kineme3D mesh data types in the skankySDK (even the internal one) -- it won't help you any (you'd need a kineme3d sdk as well, and that doesn't exist)

franz's picture
Re: Skanky SDK latest release

thanks for the info chris. I'll have to go the official route then, and use the built in DAE+Mesh filter combo. But hey, i made some tests comparison between apple's 3d mesh and kineme ( 3d file containing 300ish box objects, rendered through iterator), and KnM is almost 30% faster.... not to mention that Mesh filters are buggy as hell.

gtoledo3's picture
Re: Skanky SDK latest release

So much for OpenCL gpu acceleration ;-)

(BTW, check the OpenCL noise and bend filter updates in the repository.

Also, Mesh Jiggle should likely be avoided especially with iteration, as it has several "momentum scrolling" subpatches which all ultimately have the flaky as ^*&^% feedback patch.)

I think it's a real hat's off to Chris when you consider how well developed and stable K3D is, and ultimately how it's also more full featured - it kind of blows my mind that there are no provisions in the mesh engine for animated objects, and how even trying to do something like morph target with OpenCL and the mesh engine, which is sort of straightforward, ultimately destroys itself in poor fps in many cases.

franz's picture
Re: Skanky SDK latest release

interesting. Do you have a sort-of-working OpenCL Mesh morph example ?

cybero's picture
Re: Skanky SDK latest release

Franz, you aren't referring to the use of static DAE models and mixing in with dynamic meshes are you?

I think you mean purely dynamic meshes being morphed, don't you?

Or are you referring only to using OpenCL structures with Kineme3D objects?

Anyhow, yes to both OpenCL [morphing].

No to Kineme3D - should be possible I would have thought though, just haven't tried it yet.

No to morphing one dynamic into another.

I'm still left wondering if what I'm envisaging is really what you are referring to.

Please find attached a simplified [relatively speaking] Particle Sphere Mesh mixed with an OpenCL Sin Wave iTunes visualizer.

Both are dynamically affected & / or produced and one has the Normals fed in from the other Mesh kernel. [Grid Normals Generator employed to good effect] .

I've got some other constructs that are much more dynamically created, more variables, less __constants.

Global work dimensions and other kernel parameters have to be carefully balanced, congruency between these across the two kernels is often vital, though one can stumble upon exceptions.

PreviewAttachmentSize
ParticleSphereMix.qtz141.72 KB

gtoledo3's picture
Re: Skanky SDK latest release

I opened it up a couple of days ago because I wanted to work on refining it more (I didn't have good test models originally) and it kept making an exception every time I ran it... it pissed me off so much I just had to walk_away_from_the_computer. I'm going to look at it again today and see if it was a one time thing, something I need to change for newer seeds, etc.

The basic concept is that I'm taking the meshes, morphing vertices and normals by getting them and smoothing them, then handling all of the texturing changes with GLSL, because it makes more sense to me than the way that the built in mesh texturing works.

This is a clip of morphing only vertices on each model (totally different models from one another) and rendering with points, before I had a decent set of morph target facial animation models, and before it occurred to me that I could rebuild it into a mesh.

toneburst's picture
Re: Skanky SDK latest release

That's very cool George. That's K3D?

a|x

gtoledo3's picture
Re: Skanky SDK latest release

No, OpenCL. I was trying to figure out how to morph one model into another using OpenCL, basically, and this is a clip of handling only vertices.

cybero's picture
Re: Skanky SDK latest release

That's very, very smooth.

Your not mixing the vertices and normals from one object to another, but instead taking the integral structure, smoothing that and representing that I guess by using the GL Point Structurer inside a shader [ and probably a few other things being done to get that nice smooth flow from one model to the next].

Nice.

Have you had any success in doing something similar with dynamic structures?

Is this GL Structure Renderer into Polygon Mode [Points] ?

franz's picture
Re: Skanky SDK latest release

interesting.... i missed that one, strangely. Are you getting a decent FPS ?

gtoledo3's picture
Re: Skanky SDK latest release

Yeah, definitely. In a setup like this, you can render every other vertex, or 1/4 of the vertices, etc, and still effectively be able to see what the model is, so it scales pretty well.

SteveElbows's picture
Re: Skanky SDK latest release

Well Im always interested in OpenCL performance comparisons, I dont suppose you have a composition I can use to test what you were seeing with the 30% faster with k3d stuff? Also whilst it is quite possible that there are QC OpenCL bottlenecks unrelated to GPU, OpenCL performance can obviously vary greatly depending on your GPU so it may be a good idea to mention which GPU you have when talking about your performance findings.

franz's picture
Re: Skanky SDK latest release

@ cwright/smokris : Too bad. Any chances to get a working-under-10.6-updated skanky SDK anyway ? I'm now looking for a way to add a custom port to pass data between patches...

gtoledo3's picture
Re: Skanky SDK latest release

It would be nice.