Skip to main content

ISF Shader Support

Comments

5 comments

  • Support

    Hi mrcidavies,

    I understand. Can you show us examples of some of the shaders you'd like to import in HeavyM please?

    Have a nice day.

    0
  • mrcidavies

    Good moring Lea.

    Shaders using input images/video are common and there are many that exist on the ISF site.

    The reason I posted was that I downloaded the ISF shader below. https://editor.isf.video/shaders/5e7a7fd07c113618206de4e7 

    When attempting to add it to My Shaders for use in a player I got this response:

    It would be good if the parameter for input image was able to take either an image or video from the input sources. 

    Regards.

    0
  • mrcidavies

    Lea, an update after trying again.

    I 'think' I have resolved this but your input would be welcomed.

    It seems my confusion here is the difference between a shader 'in' a player and a shader 'on' the player. I have used the example shader but now loaded it as a property of the player and not as its source. It now functions and I can use all the available other sources as inputs to this shader.

    Can I ask/suggest that a document/article be produced detailing the different workflow options where shaders are concerned. My confusion is the differentiation between shaders used for generative (player source) as opposed to effects (player output). I hope my explanation here is sufficient to understand where I was going wrong, and maybe others as well. 

    Regards.

    0
  • Support

    Hi again,

    You got everything right! 

    There are two kinds of shaders:

    • Postprocessing: those are not counted as "content" per say, as they behave more like "filters" that affect the content they receive as input. You can apply them to Players, Sequences, Groups and even the whole output (from the Master shaders panel). When you find a shader with a setting called "inputImage", it usually means you'll be able to use it as a postprocessing shader in HeavyM and the input it will take into account will depend on which aforementioned category you've applied the shader.
    • Generative: as their name suggests, they generate content. HeavyM recognizes them as a media type for Sources.

    I think the confusion can also be due to the fact that the behavior changed between HM1 and 2. In HM1, you could add postprocessing shaders directly in players and the user had to chose the input in the parameters. In HM2, we've changed this to allow more flexibility, as you've said you can now use all the other sources as inputs.

    It's in our backlog to improve the navigation in the Shaders Library, in part to avoid this confusion.

    Have a nice day!

    0
  • mrcidavies

    Lea,

    Thank you for the confirmation and the possible confusion reason. I look forward to an 'navigation' updates if they make the workflow more streamlined. 

    Regards.

    0

Please sign in to leave a comment.