Light painting is like my TODO MVC app for learning new creative dev stuff, so I’m trying my hand at it in cables. The basic idea is pretty simple: save a buffer as a canvas, then composite a new frame on top of the previous. The goal is to simulate a long camera exposure, where the light accumulates on the screen.
I think I have the correct flow, using RingBufferTextures, but there are some errors in the console, and the thing doesn’t kick into gear until I tweak some setting on the RingBufferTextures node (e.g. toggling the order checkbox).
I think the issue might be related to the fact that the first frame doesn’t have anything to read from yet. Maybe I need to supply a fallback in that case, or tell it to write immediately on the first frame. There are some errors in the console, but they don’t give me much info about what I should do to fix them.
I tried using a ValidTexture node after the ArrayGetObject, but it didn’t change the behavior.
Anyway, I’m really enjoying cables so far!