Splix Cannot Get Input Slot Information
Description
The controls in splix.io are simple as the game's mechanics are, but there are a few lesser-known controls the player has. The player can use either arrow keys, 'W, A, S and D', or 'I, J, K and L' to move up, down, left, or right to move, or on mobile you swipe in the corresponding direction to stop or resume movement of their splix. Controller (slot 1) 1756-ENBT 10.88.70.4 (slot 3) Data Switch 10.88.70.26 Programming Terminal. POINT I/O input and output modules POINT I/O Technical Data 1734-TD002. I have used wmic MEMORYCHIP get command, but it is not giving any slot information. Nidhin.CK System Analyst. Wednesday, July 11, 2012 8:12 PM. SpliX Cannot get input slot information IF anyone is having this issue, where you get this notification 'SpliX Cannot get input slot information,' I found the following fix and am SO grateful for.
Here is one to get the NIC Driver and information and may be altered to get HBA info. $ Clstr = Read-host 'Enter Cluster Name to get NIC Info from Hosts?'
Tile Sampler is the ultimate tile-pattern generating node. It's an evolved, more complex version of Tile Generator. As of 2017 2.1, the differences are much smaller between Tile Sampler and Generator. The main differences are now only in the seven different map slots which are available for driving Scale, Position, Rotation, Size, Color and Masking. Their effect can be blended in separately.
Tile Sampler is useful for creating man-made procedural patterns, with additional control over certain parameters driven by external input maps.
Make sure you are familiar with Tile Generator before moving on to Tile Sampler. In most cases, you'll find Tile Generator suffices and you won't need the added complexity of Tile Sampler.
Parameters
Inputs
- Pattern Input 1-6: Grayscale Input / Color Input
Custom pattern image, used when the 'Pattern' parameter is set to 'Image Input'.
The amount of available inputs is determined by the Pattern Input Number parameter. - Scale Map Input: Grayscale Input
Grayscale map to drive tile scaling. - Displacement Map Input: Grayscale Input
Grayscale map to drive tile displacement. - Rotation Map Input: Grayscale Input
Grayscale map to drive tile rotation. - Vector Map Input: Color Input
Color vector map to drive non-uniform scaling. - Color Map Input: Grayscale Input / Color Input
Map to drive per-tile tinting. - Mask Map Input: Grayscale Input
Mask slot used for hiding certain tiles. - Pattern Distribution Map Input: Grayscale Input
Mask slot used to drive multiple custom pattern inputs. - Background Input: Grayscale Input / Color Input
Optional background image.
Parameters
- X Amount: 0 - 64
Amount of X-repetitions of the pattern. - Y Amount: 0 - 64
Amount of Y-repetitions of the pattern. - Non Square Expansion: False/True
Enables compensation of squash and stretch with non-square ratios. - Pattern
- Pattern: Pattern Input, Square, Disc, Paraboloid, Bell, Gaussian, Thorn, Pyramid, Brick, Gradation, Waves, Half bell, Ridged Bell, Crescent, Capsule, Cone
Selects what pattern shape to use. - Pattern Input Number: 1 - 6
Amount of custom patterns to randomly choose from. - Pattern Input Distribution: Random, Pattern Number, Distribution Map
Sets how multiple Pattern Inputs are chosen. Random means a random one is chosen, Pattern Number means they are just placed in a looping sequence. Distribution map uses a grayscale map input to drive placement. - Pattern Input Filtering (Engine > v4): Bilinear + Mipmaps, Bilinear, Nearest
- Pattern Specific: 0.0 - 1.0
Lets you change the selected pattern's shape. The effect is dependent on the selected pattern. - Pattern Specific Random: 0.0 - 1.0
The randomization effect is dependent on the selected pattern. - Rotation: 0, 90, 180, 270
Stepped rotation (90 degree). - Rotation Random: 0.0 - 1.0
Random free-rotation on a per-tile basis. - Symmetry Random: 0.0 - 1.0
Sets the number of tiles that should be randomly flipped/mirrored according to below behaviour. - Symmetry Random Mode: Horizontal + Vertical, Horizontal, Vertical
Determines symmetry mirroring behaviour.
- Pattern: Pattern Input, Square, Disc, Paraboloid, Bell, Gaussian, Thorn, Pyramid, Brick, Gradation, Waves, Half bell, Ridged Bell, Crescent, Capsule, Cone
- Size
- Size Mode:Normal, Keep Ratio, Absolute, Pixel
Sets general behavior of the pattern size.
Normal lets you define the size of the pattern elements. It is affected by the X and Y amount.
Keep Ratio lets you set a size affected by X and Y amount, but the X and Y ratio between the two is left intact.
Absolute lets you set an absolute size that is not affected by X and Y amount.
Pixel lets you set an absolute size in pixels, unaffected by X and Y amount. Changing the resolution will affect the size of the elements. - Size (Absolute/Pixel): 0.0 - 1.0
Changes non-uniform proportions for tiles. Exact behaviour depends on Size Mode. - Size Random: 0.0 - 1.0
Randomizes proportions per-tile. - Scale: 0.0 - 10.0
Sets global tile scale. - Scale Random: 0.0 - 1.0
Randomizes scale per-tile - Scale Map Multiplier: 0.0 - 1.0
Blends in the effect of the Scale map. - Scale Vector Map Multiplier: 0.0 - 1.0
Blends in the effect of the scale vector map to drive non-uniform scaling. - Scale Parametrization Affect: X and Y, X, Y
Sets which axes the scale parametrization affects. Can be used to have Scale map only affect X or Y of elements.
- Size Mode:Normal, Keep Ratio, Absolute, Pixel
- Position
- Position Random: 0.0 - 10.0
Randomizes tile position over both axes. - Offset: 0.0 - 1.0
Shifts tiles depending on Offset Type. - Offset Type: horizontal quincux, vertical quincux, horizontal global, vertical global
Changes which direction the Offset operates in. - Global Offset: 0.0 - 1.0
Globally offsets all tiles on X- or Y-axis. - Displacement Map Intensity: 0.0 - 1.0
Blends in the strength of the Displacement map on the Offset. - Displacement Angle: 0.0 - 1.0
Sets the angle at which to displace. - Vector Map Displacement: 0.0 - 1.0
Uses Vector map to drive displacement and Angle.
- Position Random: 0.0 - 10.0
- Rotation
- Rotation: 0.0 - 1.0
Globally rotates all tiles. - Rotation Random: 0.0 - 1.0
Rotates randomly per-tile. - Rotation Map Multiplier: 0.0 - 1.0
Blends in the effect of Rotation map on per-Tile rotation. - Vector Map Multiplier: 0.0 - 1.0
Uses Vector Map to drive per-tile rotation.
- Rotation: 0.0 - 1.0
- Color
- Mask Map Threshold: 0.0 - 1.0
Threshold for mask map when to start hiding tiles. - Mask Map Invert: False/True
Inverts Mask map effect. - Mask Map Sampling Technique: Pattern Center, Pattern Bounding Box (slower)
Whether hiding should be determined by a single point or by a bounding box. Avoids stray pixels causing strange effects. - Mask Random: 0.0 - 1.0
Random masking, works parallel to mask map. - Invert Mask: False/True
Inverts random masking. - Blending Mode: Add/Sub, Max (Tile Sampler) / Add/Sub, Alpha Blend (Tile Sampler Color)
Blend mode for tiles onto background and each other. - Color: (Grayscale value) / (Color value)
Solid, global tile color. - Color/Luminance Random: 0.0 - 1.0
Randomization of color, per-tile. - Color Parametrization Mode: Color Input, Scale, Line Index, Row Index, Pattern Index (Tile Sampler)
/ Color Map, Scale, Line Index, Row Index, Pattern Index, Pattern Center Position, Pattern Center Position (RG) Bsphere Size (B) (Tile Sampler Color)
Sets how exactly color randomization is parametrised. - Color Parametrization Multiplier: 0.0 - 1.0
Blends in the above Parametrization effect. - Color Parametrization Affect (Color only):RGB+Alpha, RGB only, Alpha only
Sets how the Parametrization affects color. - Global Opacity (Grayscale only): 0.0 - 1.0
Sets global tile opacity. - Background Color: (Grayscale value) / (Color value)
Sets solid background color. - Reverse Rendering Order: False/True
Reverses rendering order to go from back to front.
- Mask Map Threshold: 0.0 - 1.0
Example Images
Splix Cannot Get Input Slot Information Free
Example shows how parameters are driven by input maps (Pattern Distribution, Scale, Rotation).