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No changes to the previous version. Just a fresh download.

Elias, Tuesday, Nov 20th 2018 Digg | Tweet | Delicious 0 comments  

helo patchers,

we call upon you in your role as artists! this is a bit short notice but should be an interesting opportunity for the both of us. check this:

vertigo said
Artists and creatives, have the chance of getting a grant of up to 30000€ to collaborate with a Tech Project and produce an original artwork based on its technology!

now consider vvvv/vl/xenko as the tech project in the above equation and if you then find it to resolve to the variable x that is you, by all means please apply here.

the catch: deadline November 28th

so short notice, and quite a bit of a process to prepare your application (sorry for that but we also only found out about this recently) but the prospect is a bright one: come join us in playing with the future of visualprogramming and bring in your artistic vvvvisions.

but also check out all the other projects and spread this call!

good luck everyone!

joreg, Sunday, Nov 18th 2018 Digg | Tweet | Delicious 0 comments  

Who you
When Thu, Nov 8th 2018 - 20:00 until Thu, Nov 8th 2018 - 23:00
Where The Old Baths, 80 Eastway, E95JH, London, United Kingdom

London peeps!

This a bit on short notice: Following up on the legendary v4wednesdays hosted a while ago by a certain hayden we're happy to announce a new London meetup this thursday! The lovely people of The Old Baths are hosting us, horray!

Come by, have a drink and show us your latest patcheridoos. Or just do the drinks and relax...

From our side expect a little preview on how we're integrating with Xenko.

If you feel like, please RSVP.

Looking forward to seeing you!

joreg, Tuesday, Nov 6th 2018 Digg | Tweet | Delicious 0 comments  

previously on vvvv: vvvvhat happened in September 2018


time flies,

as mentioned in last months update, we're in the middle of realizing the very first project entirely with vl standalone while at the same time integrating vl with Xenko. It is a complex multiplayer VR project involving 2 groups of 6 players each, who interact with each other and a beautifully shaded environment. And the ride couldn't have been more smooth so far. The project kinda develops itself along all the research we put into it that goes directly into the future usability of vl for everyone. Still a month to go until the opening...

Meanwhile here is a first peak at how we're working with xenko at the moment. While at tonfilm wrote another blogposts about debugging dx11 rendering, this time using RenderDoc.

In other news: Introducing: vvvv on mastodon
Feeling social but cannot be botherd by the pretentious walled garden networks nobody is talking about anymore other than when they admit to another privacy breach? Follow us on Mastodon. Open as it is, there is also an RSS feed you can follow our account on, if you don't want to sign up but still want to get the news. Welcome to the future!

And please save the date:
Next Berlin meetup: November 27 Surprise us, come by and demo your latest crazyshit!

But now grab a drink, lean back and watch this:

Hero lasal in an interview by psst

Contributions

Here are this months updates:

and a couple of new works in progress:

And for those into vvvv.js, make sure not to miss: glTF PBR Rendering in VVVV.JS and UI Patching by tekcor

Gallery

The Bumblebee and the Salesman Problem. A VR installation by Cornelia Heß

that was it for october. anything to add? please do so in the comments!

joreg, Tuesday, Nov 6th 2018 Digg | Tweet | Delicious 0 comments  
VVVV.js glTF implementation

In the past couple of months I implemented almost the full spec of the glTF 3d file format into VVVV.js.
It comes together with a core shader and resamples basically a ready to go rendering engine for the web.
The model pipeline from Blender / Substance Painter is super straight forward and well documented by the Khronoes Group
Here is a video demonstration of the glTF Nodes in VVVV.js:

In addition I want to post this tutorial about UI programming with VVVV.js which I did together with another notorious vvvv patcher, Nisidis.
It approaches a couple of most-wanted questions that I encountered a couple of time already.

Further Links:

https://tekcor.github.io/vvvv.js-examples/
http://000.graphics/tutorial/03_VVVV.js_Getting_Started.html
https://github.com/tekcor/vvvv.js
https://github.com/tekcor/vvvv.js-examples
https://github.com/KhronosGroup/glTF

for more discussion:

https://riot.im/app/#/room/#vvvv.js:matrix.org

tekcor, Wednesday, Oct 31st 2018 Digg | Tweet | Delicious 3 comments  

When Tue, Oct 30th 2018 - 19:30 until Tue, Oct 30th 2018 - 23:00
Where Spektrum Berlin, Bürknerstraße 12, 12047 Berlin, Germany

Berlin Patchers.
we're looking forward to vvvv berlin meetup #5.

As always, feel free to bring your project/notebook/questions or whatever you want to share with the community. We have space and time for spontaneous presentations!
Line up

  • Introduction Round
  • Martin Retschitzegger (M-Box) tells us about their newest tools and crafts.
  • Your presentation. Propose a talk

There will be a bar serving us drinks. Thanks go to Lieke and Alfredo who are running the fantastic space Spektrum Berlin

The only thing that changed during our streak of 5 meetups is, that we finally found an even cozier place to host our announcements and coordinations: gettogether

We still feed meetup.com with those infos for now.

sebl, Friday, Oct 26th 2018 Digg | Tweet | Delicious 2 comments  

Hello @all,

as you might have read in the VL: ThreeDee blog post, we see two major workflows with vl/xenko. To get familiar with xenko we jumped on a project where the second mentioned workflow, "Xenko game as a host for VL" makes sense.

First contact was better than expected and we were quickly able to patch with the original xenko entities. The nodes we created so far allow to setup the scene graph and also combine it with scenes or prefabs made in xenko's game studio.

We also tested custom 3d drawing á la vvvv dx11 and the performance is crazy good so far! We implemented some pretty complex shader pipelines like a 3d fluid simulation and particle systems and we see insane frame rates, even on laptops.

Disclaimer: This is work in progress and all info below is subject to change.

Scene Graph Nodes

The scene graph is a high level system that has concepts like light, shadow, materials, physics, audio etc. Patching with the scene graph feels quite easy since there is no need to work with shaders directly. Let's see how this looks like:

The entry point into the rendering is the RootScene:

Much like a vvvv Renderer you connect the content to its input. Each object in the scene is a so called Entity. Or in other words, entities are the building blocks of the scene graph. They can be as simple as a Quad or as complex as a complete level of a game. For example the Box or the AxisAndGrid node are entities. Entities can also have children, so we modeled the almighty Group node as an entity with two or more inputs for child entities:

For a basic setup we can connect an AxisAndGrid and a DirectionalLight to the Group:

It might feel odd to vvvveterans to connect AxisAndGrid and DirectionalLight to the same Group. But this is what the engine manages for you, it picks up all entities in the scene graph and builds the correct shaders, render calls, physics setup and so on from it. That is how most modern game engines work, the concept is called entity/component/system (short ECS) and xenko has a nice documentation about it here if you want to know more.

Of course you can still work with custom shaders when needed. More on that in an upcoming blog post.

Now let's finish our little scene by adding a floor plane and a box:

There you have it, doesn't it look nice?

Next Demo

If you want to see more vl/xenko in action, join us at the next vvvv meetup where we will give a bit more insight into the current state of the library: vvvv meetup #5

See you there,
devvvvs

tonfilm, Friday, Oct 26th 2018 Digg | Tweet | Delicious 7 comments  

Found another one everyone should know about. The open source GPU debugger RenderDoc works just fine with vvvv and dx11. This can help to profile and debug shaders and your graphics performance and find bottlenecks. I might even prefer this one over the Nvidia one found in the last post. Its open source, the controls feel a bit more intuitive and it should also work with ATI cards:

The steps are pretty simple:

  • Start the application and enter the vvvv instance you want to start:
  • Press "Launch" and load any patch/scene with dx11 and you should see some debug HUD in the renderer
  • Press F12 or PRINT to capture the latest frame. Go back to RenderDoc and you should see a list of captured frames:
  • Double click or "Open..." a capture to inspect your frame like this:
  • You can even right-click a pixel and ask for it's history. E.g. which shaders did write into it and inspect the shader and shader resources:

RenderDoc was originally developed by Crytek for the Cryengine and was open sourced in 2014: https://www.cryengine.com/renderdoc

That's it, now you know more.
Yours, devvvvs

tonfilm, Wednesday, Oct 17th 2018 Digg | Tweet | Delicious 0 comments  

previously on vvvv: vvvvhat happened in August 2018


we did it,

vvvv 50beta37 is out! and you're hopefully using it already. since we haven't gotten any problematic reports since, it seems fair to say that we managed to get out another quite stable release. if you find otherwise, you know how to reach us in the forum or chat. we're here to help!

so what next?
ouright, let's wrap this up a bit: our goal for the vvvv 50 series was to add vl as a first class patching citizen. and obviously there are still a few ideas of how to make it even better, but for the biggest parts we'd argue: mission accomplished. we hear people are using it to their favor, we're using it ourselves, time for the next big steps.

as announced previously we've started work on implementing a 3d-engine, which will, when done, add the biggest still missing set of nodes to vl. and we're lucky to having found a perfect project to work on alongside implementing the engine. together with marshmellowlaserfeast we're working on their new multi-person vr-installation. it will be fully implemented with what we still call vl-standalone using the xenko powered engine. it feels a bit like in the early days of vvvv, when we were working on the very first vvvv project with a pre-public version of vvvv that didn't yet have spreading and a lot of nodes were developed specifically for the project. anyway, the project is scheduled to open in december. we're kinda half-way there and things look and feel very smooth so far...

so if all goes according to plan we should have a good understanding of xenko and standalone by the end of the year. which should include an announcement of how and when it will be available for you.

can also report from our little workshop we had a week ago: it was the first ever time we handed out a version of vl-standalone to unsuspecting participants. 15 out of 20 haven't even used vvvv before and it was interesting to see that those seemed to have less issues with using it than those coming with preconceptions of how things used to work in vvvv. good..

changing topic once more: as a direct outcome of talks at LINK we've launched our multi-language chat initiative hoping to get closer with people who are not native english speakers. if you know anyone who could be interested in this, please point them to it.

and finally: tonfilm wrote about fancy way for debugging dx11 frames with nvidia nsight he found recently.

has this just turned into a full-blown monologue? geee..

Contributions

two fine new ones

some fine updates

and a couple of new works in progress:

Gallery

Art Vision Vjing 2018 1st prize by Idwyr

that was it for september. anything to add? please do so in the comments!

joreg, Monday, Oct 8th 2018 Digg | Tweet | Delicious 0 comments  

Who sunep
When Sat, Sep 29th 2018 - 20:30 until Sun, Sep 30th 2018 - 01:30
Where Momentum, Ny Vestergade 18, Odense, Denmark

SoundScape Ocense is filling up the cinema at Momentum with ambient, noise and spectacular visuals for this double AV concert

MOTORSAW AV
Organic noise performed live the interplay between Visuals,Imagery and sound creates a spectacular experience (100% vvvv based)

https://sunep.net/sobling
https://sunep.net/deuterium-av-performance
https://www.facebook.com/MOTORSAW/

BACH
Ambient and electronica connected with visuals
https://www.facebook.com/SoundScapeOdense/
https://www.facebook.com/BachMusicOdense/

sunep, Saturday, Sep 29th 2018 Digg | Tweet | Delicious 0 comments  

anonymous user login

Shoutbox

~2d ago

ravazquez: @catweasel it was late when I wrote that, it's probably not the case, will test and report

~2d ago

catweasel: @ravazquez in separate instances of vvvv? Awesome if so!

~4d ago

ravazquez: @karistouf you can use my Global S&R contribution for this purpose

~5d ago

joreg: yes, no S/R. OSC is one way to communicate btw. instnces.

~5d ago

karistouf: @joreg: between 2 differents instances of VVVV on same computer,no S and R (values) possible ? only OSC way ?

~7d ago

tonfilm: glad to share the second update on the #vl #xenko #3d library: #vvvv #visualprogramming #creativecoding vl-xenko-3d-engine-update-2

~9d ago

joreg: rather toot then tweet? follow the hype and us on mastodon: https://mastodon.xyz/@vvvv #vvvv

~9d ago

ggml: any recommendation for renting visuals-grade pcs in berlin ?

~9d ago

metrowave: Structure Sensor Core now for Windows: https://store.structure.io/buy/structure-core cool features, could be useful in vvvv