• Products
    • Isadora
    • Get It
    • ADD-ONS
    • IzzyCast
    • Get It
  • Forum
  • Help
  • Werkstatt
  • Newsletter
  • Impressum
  • Dsgvo
  • Press
  • Isadora
  • Get It
  • ADD-ONS
  • IzzyCast
  • Get It
  • Press
  • Dsgvo
  • Impressum

Navigation

    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Popular
    • Tags

    GLSL Shader Actor : 'parameter setting window'

    How To... ?
    7
    27
    13086
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • DusX
      DusX Tech Staff last edited by

      I will enter this as a feature request right now.

      Troikatronix Technical Support

      • New Support Ticket Link: https://support.troikatronix.com/support/tickets/new
      • My Add-ons: https://troikatronix.com/add-ons/?u=dusx
      • Profession Services: https://support.troikatronix.com/support/solutions/articles/13000109444-professional-services

      Running: Win 11 64bit, i7, M.2 PCIe SSD's, 32gb DDR4, nVidia GTX 4070 | located in Ontario Canada.

      1 Reply Last reply Reply Quote 0
      • bonemap
        bonemap Izzy Guru last edited by

        Hi @Mark,

        There is a pattern, and I think it is a creep over time. For example, I start to notice the code box not completely refreshing around the 'compile' and 'OK' buttons. These symptoms then appear to be accompanied by save failure. The code box may be open for extended periods - there tends to be a lot of tweaking and compiling or periods with the box open for longer. I am also using multiple wave generators at low Hz to animate the attributes of a shader. The frame rate and cycles can fluctuate widely rendering some code. The save failure has happened on very short code and longer.
        Cheers
        bonemap

        http://bonemap.com | Australia
        Izzy STD 4.2 | USB 3.6 | + Beta
        MBP 16” 2019 2.4 GHz Intel i9 64GB AMD Radeon Pro 5500 8 GB 4TB SSD | 14.5 Sonoma
        Mac Studio 2023 M2 Ultra 128GB | OSX 15.3 Sequoia
        A range of deployable older Macs

        1 Reply Last reply Reply Quote 0
        • mark
          mark last edited by

          Dear @bonmap,

          Thank you for these comments. I'll take a look at it.
           One note regarding your statement "The frame rate and cycles can fluctuate widely rendering some code." This is probably not Isadora but the code itself. If the code has "for/next" loops (e.g., for (i=1; i<20; i++) ) these are very expensive in terms of GPU performance. If/then statements are also suspect in this regard. Running multiple instances of these will only make the situation worse.
          It's good to remember that, while GPUs are astonishingly fast, they are not an unlimited resource.
          Best Wishes,
          Mark

          Media Artist & Creator of Isadora
          Macintosh SE-30, 32 Mb RAM, MacOS 7.6, Dual Floppy Drives

          1 Reply Last reply Reply Quote 0
          • bonemap
            bonemap Izzy Guru last edited by

            Thanks @Mark,

            This is good advice. It is important to get a feel for the limitations and performance of the shaders in the mix. The detailed shaders offer more allure as they approach representational simulations. Gaining an understanding of control inputs into those visual worlds is worth investigating and mastering. To understand the point where a shader is unviable for the GPU is a necessary lesson. The Isadora inputs might not be in themselves taxing the GPU, however the parameters supplied by these inputs can have a dramatic effect on the performance of some shaders - And it looks like the shaders I am most drawn to investigating may be the ones prone to limited realtime manipulation. We shall see.
            cheers
            bonemap

            http://bonemap.com | Australia
            Izzy STD 4.2 | USB 3.6 | + Beta
            MBP 16” 2019 2.4 GHz Intel i9 64GB AMD Radeon Pro 5500 8 GB 4TB SSD | 14.5 Sonoma
            Mac Studio 2023 M2 Ultra 128GB | OSX 15.3 Sequoia
            A range of deployable older Macs

            1 Reply Last reply Reply Quote 0
            • bonemap
              bonemap Izzy Guru last edited by

              This shader, for example, wants more than what it can get from my GPU. The fps fluctuate with the amount of detail generated by the Isadora input parameters. 571d3d-bonemap_glsl_test.izz

              http://bonemap.com | Australia
              Izzy STD 4.2 | USB 3.6 | + Beta
              MBP 16” 2019 2.4 GHz Intel i9 64GB AMD Radeon Pro 5500 8 GB 4TB SSD | 14.5 Sonoma
              Mac Studio 2023 M2 Ultra 128GB | OSX 15.3 Sequoia
              A range of deployable older Macs

              1 Reply Last reply Reply Quote 0
              • JJHP3
                JJHP3 last edited by

                Thanks for posting this, but "swaying strands" actor is empty, so I can't give it a look.  John

                MBP'21- M1-Max; Sonoma 14.7; Isadora: 4.0.7 (ARM) ---- artwork: terragizmo.net

                1 Reply Last reply Reply Quote 0
                • bonemap
                  bonemap Izzy Guru last edited by

                  @JJHP3 Thanks for letting me know. If you are interested I will post the .txt file. Perhaps it is not possible to share a patch file with a GSLS shader embedded? Cheers Bonemap

                  http://bonemap.com | Australia
                  Izzy STD 4.2 | USB 3.6 | + Beta
                  MBP 16” 2019 2.4 GHz Intel i9 64GB AMD Radeon Pro 5500 8 GB 4TB SSD | 14.5 Sonoma
                  Mac Studio 2023 M2 Ultra 128GB | OSX 15.3 Sequoia
                  A range of deployable older Macs

                  1 Reply Last reply Reply Quote 0
                  • Aolis
                    Aolis last edited by

                    Hmmm, this does seem like a bug. When I try opening the file, I get an error that the Swaying Strands actor can't load.  I see it in the patch - but when I double click the actor it minimizes as though it were a normal actor and not a GLSL one. . . .

                    Media Artist & Teacher
                    MacBook Pro, Apple M3 Max, 128 GB
                    Sonoma 14.3.1

                    1 Reply Last reply Reply Quote 0
                    • bonemap
                      bonemap Izzy Guru last edited by

                      Hi @Aolis, @JJHP3,

                      I have created a new Isadora file and pasted the GLSL code into a new instance of the GSLS Shader actor. I notice that the generic GLSL actor no longer has its badge - there is no GLSL logo or Creative Commons logo displaying on the actor node.
                      I have attached here the new Isadora file and the .txt file for Swaying Strands. 
                      Let me know if you have any suggestions for the code to become more efficient or for some frame rate gains.
                      cheers
                      bonemap

                      d6575b-bonemap_glsl_test_2.zip

                      http://bonemap.com | Australia
                      Izzy STD 4.2 | USB 3.6 | + Beta
                      MBP 16” 2019 2.4 GHz Intel i9 64GB AMD Radeon Pro 5500 8 GB 4TB SSD | 14.5 Sonoma
                      Mac Studio 2023 M2 Ultra 128GB | OSX 15.3 Sequoia
                      A range of deployable older Macs

                      1 Reply Last reply Reply Quote 0
                      • DusX
                        DusX Tech Staff last edited by

                        as Mark said, the for loops are tieing things up.

                        You could add published Int inputs to set these dynamically.. (one is hard coded to 256 and another to 8)
                        Changing the 256 to 128 still has a similar effect, while 64 loses the thru/cutout sections.. but is interesting in its own way.
                        I can run the file at my more than 1080p screen resolution for about 30secs before my gtx 870m starts to over heat... then I have FPS dropping drastically. I use 'TechPowerUp GPU-Z' to check the status of GPU. Its for PC, not sure of a Mac equivalent.

                        Troikatronix Technical Support

                        • New Support Ticket Link: https://support.troikatronix.com/support/tickets/new
                        • My Add-ons: https://troikatronix.com/add-ons/?u=dusx
                        • Profession Services: https://support.troikatronix.com/support/solutions/articles/13000109444-professional-services

                        Running: Win 11 64bit, i7, M.2 PCIe SSD's, 32gb DDR4, nVidia GTX 4070 | located in Ontario Canada.

                        1 Reply Last reply Reply Quote 0
                        • bonemap
                          bonemap Izzy Guru last edited by

                          @DusX,

                          Thanks Ryan,
                          These overhead issues are going to require quite a bit of understanding. I am pretty sure that I don't have the coding ability to resolve them. Might have to look at asking for help from my programmer friends.
                          I get what you are talking about - I am just not there in terms of being able to go straight to a solution.
                          Cheers
                          bonemap

                          http://bonemap.com | Australia
                          Izzy STD 4.2 | USB 3.6 | + Beta
                          MBP 16” 2019 2.4 GHz Intel i9 64GB AMD Radeon Pro 5500 8 GB 4TB SSD | 14.5 Sonoma
                          Mac Studio 2023 M2 Ultra 128GB | OSX 15.3 Sequoia
                          A range of deployable older Macs

                          1 Reply Last reply Reply Quote 0
                          • mark
                            mark last edited by

                            @bonemap,

                            Well, the simple answer is this: if a shader drops your FPS, then it's a 'heavy' program. There may not be a way for non-coders to solve this, as the loops are part of what makes the image look the way it looks.
                            The simplest rule of thumb to say if you see a "for" or an "if" or an "else" then you can rest assured that this shader is suspect in terms of its performance impact.
                            If you want to dig further, look for statements like this: "for (x=0; x<**256**; x++)" The number in bold is the top limit of the loop. This example shows that the loop will repeat 256 times. My guess than anything greater than 8 or 16 at the most is going to cause trouble. (Remember, that those 256 iterations are going to be performed on every pixel of the image. If the image is 1920x1080, that's 530 million calculations!)
                            Best Wishes,
                            Mark

                            Media Artist & Creator of Isadora
                            Macintosh SE-30, 32 Mb RAM, MacOS 7.6, Dual Floppy Drives

                            1 Reply Last reply Reply Quote 0
                            • bonemap
                              bonemap Izzy Guru last edited by

                              @Mark,

                              Thank you for your time to provide additional advice about the use of the GLSL Shader and confirm the warning signs to look out for. Each investigation can only lead to a better understanding. 
                              Regards
                              bonemap

                              http://bonemap.com | Australia
                              Izzy STD 4.2 | USB 3.6 | + Beta
                              MBP 16” 2019 2.4 GHz Intel i9 64GB AMD Radeon Pro 5500 8 GB 4TB SSD | 14.5 Sonoma
                              Mac Studio 2023 M2 Ultra 128GB | OSX 15.3 Sequoia
                              A range of deployable older Macs

                              1 Reply Last reply Reply Quote 0
                              • mark
                                mark last edited by

                                Dear @DusX and All,

                                I have added another "addendum" to the GLSL Shader Tutorial called "Performance Issues." This is based on the performance problems @bonemap identified in this thread. Hopefully that will allow users to understand why some shaders are giving them low frame rates/poor performance.
                                Best Wishes,
                                Mark

                                Media Artist & Creator of Isadora
                                Macintosh SE-30, 32 Mb RAM, MacOS 7.6, Dual Floppy Drives

                                1 Reply Last reply Reply Quote 0
                                • jhoepffner
                                  jhoepffner last edited by

                                  Thank you Mark,

                                  I am exploring the "generative geometry" possibilities of GLSL, huge expectations to replace Arduino.
                                  I have some problems and I will to submit them.
                                  Jacques

                                  Jacques Hoepffner http://hoepffner.info
                                  GigaByte 550b / Ryzen 7 3800X / Ram 64 Go / RTX 3090 24 Go / SSD 2 To / raid0 32 To
                                  MBP 13' i5 2.6 Ghz 16 Go / Intel Iris / macOs 10.11.6 / izzy 2.6.1 + 3.0.3b2
                                  MBP 15' i7 2.6 Ghz 16 Go / GTX 650M 1Go/ MacOs10.13.3 / Izzy 2.6.1
                                  MSI GS65 i7 3.6 Ghz 32 Go / GTX 1070 8 Go / Windows 10 / Izzy 3.0.3b2

                                  1 Reply Last reply Reply Quote 0
                                  • mark
                                    mark last edited by

                                    Dear @jhoepffner,

                                    What does "generative geometry" mean? Is there an example you can show?
                                    Best,
                                    Mark

                                    Media Artist & Creator of Isadora
                                    Macintosh SE-30, 32 Mb RAM, MacOS 7.6, Dual Floppy Drives

                                    1 Reply Last reply Reply Quote 0
                                    • jhoepffner
                                      jhoepffner last edited by

                                      I am working on it, it means simple and complicate shapes, fractals etc. Unfortunately the glsl langage is not made for that explicitly, like in Processing (I wrote Arduino instead of Processin) Glsl is more focused on lights and materials.

                                      My question could be if it is possible now to use vertex shaders as to program surfaces before to render it in fragment shaders.
                                      I hope I an understandable…
                                      Best, Jacques

                                      Jacques Hoepffner http://hoepffner.info
                                      GigaByte 550b / Ryzen 7 3800X / Ram 64 Go / RTX 3090 24 Go / SSD 2 To / raid0 32 To
                                      MBP 13' i5 2.6 Ghz 16 Go / Intel Iris / macOs 10.11.6 / izzy 2.6.1 + 3.0.3b2
                                      MBP 15' i7 2.6 Ghz 16 Go / GTX 650M 1Go/ MacOs10.13.3 / Izzy 2.6.1
                                      MSI GS65 i7 3.6 Ghz 32 Go / GTX 1070 8 Go / Windows 10 / Izzy 3.0.3b2

                                      1 Reply Last reply Reply Quote 0
                                      • bonemap
                                        bonemap Izzy Guru last edited by

                                        Hi,

                                        I have not been able to relieve the GPU overhead in the 'Swaying Strands' GLSL Shader code posted earlier in this thread. But have slightly improved an average frame rate to between 25 - 35 fps (up from 15 - 20 fps) at the same resolution 2400 x 600. With some minor compromise to the visual integrity, adjustment of float numbers associated with the 'for' loop responsible for the GPU strain appear to have lessened the loop overhead allowing the range of live Isadora inputs to be extended somewhat. However, higher screen resolutions remain a hurdle for complex looping shaders.

                                        I have also noticed that the complex GLSL Shader may not play through smoothly even at higher fps. For example, I still get a slightly stuttering play back at 60fps at the 2400 x 600 resolution. This suggests the 'all at once' throughput of the GPU process is not buffered and takes it as it comes - more complex calculation of pixels slow the visuals as the code is passed.

                                        Attached here is the revised GSLS shader code with comments indicating the float modification associated with the 'for' loop instance.

                                        This does not change the conditions of what to look out for as indicated by Mark and DusX in this thread.

                                        The original code is from Ingo Quilez (https://www.shadertoy.com/view/XsjXR1) and nimitz (https://www.shadertoy.com/view/4sfXDs)

                                        2917ef-bonemap_shadertest_4.izz

                                        http://bonemap.com | Australia
                                        Izzy STD 4.2 | USB 3.6 | + Beta
                                        MBP 16” 2019 2.4 GHz Intel i9 64GB AMD Radeon Pro 5500 8 GB 4TB SSD | 14.5 Sonoma
                                        Mac Studio 2023 M2 Ultra 128GB | OSX 15.3 Sequoia
                                        A range of deployable older Macs

                                        1 Reply Last reply Reply Quote 0
                                        • bonemap
                                          bonemap Izzy Guru last edited by

                                          Hi,

                                          here is a screen capture of the GLSLshader with Isadora inputs animating the code across three stages with a total resolution 2400 x 600.

                                          e80603-bonemap_test_glslshader.jpg

                                          http://bonemap.com | Australia
                                          Izzy STD 4.2 | USB 3.6 | + Beta
                                          MBP 16” 2019 2.4 GHz Intel i9 64GB AMD Radeon Pro 5500 8 GB 4TB SSD | 14.5 Sonoma
                                          Mac Studio 2023 M2 Ultra 128GB | OSX 15.3 Sequoia
                                          A range of deployable older Macs

                                          1 Reply Last reply Reply Quote 0
                                          • Michel
                                            Michel Izzy Guru last edited by

                                            @bonemap

                                            Looks great.
                                            Best Michel

                                            Michel Weber | www.filmprojekt.ch | rMBP (2019) i9, 16gig, AMD 5500M 8 GB, OS X 10.15 | located in Winterthur Switzerland.

                                            1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post