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previously on vvvv: vvvvhat happened in April 2018


wow,

what a month. again so many new things... while we've still not managed to finalize our rework of the vl corlib, as mentioned here last month, you can already follow our developments using alpha builds if you're curious. we're now mostly done and are working on documentation and a blogpost to give you an easy overview of whats new.

meanwhile we've released an update to our HTMLTexture nodes which are now working for both DX9 and DX11!

also there is a new episode of vvvvTv up about the oldy-but-goldy telegram contribution by motzi.

signup for LINK is now closed. looks like all spots are taken, but if you were too late and are still interested, don't hesitate to still contact us. if anyone cannot take their spot we may still be able to...fill you in.

berliners save the date: June 12th will be our first vvvv/vl meetup. as of this writing already 11 participants have signed up! looking forward to getting to know you..

and finally: we've started collecting Universities and other Educational Institutions that are using vvvv/vl. we got 9 so far. please add yours there, if it is still missing!

Contributions

exciting stuff as always, check these:

and a teaser:

Gallery


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

joreg, Monday, Jun 4th 2018 Digg | Tweet | Delicious 0 comments  

just because!

since we can, the addonpack is now shipping with 4 new nodes:

  • HTMLTexture (DX11.Texture String CEF)
  • HTMLTexture (DX11.Texture Url CEF)
  • HTMLView (Image String)
  • HTMLView (Image Url)

What happened here is that the original EX9 based HTMLTextures have been replaced by the more generic HTMLView (Image) nodes which can easily be used for both EX9 and DX11 via the respective UploadTexture nodes introduced recently. So the EX9 and DX11 variants of the HTMLTexture nodes are now mere modules wrapping HTMLView -> UploadTexture.

The 'CEF' in the version for the DX11 modules is to have them distinguished from the also available contribution HTMLTexture (DX11) by gumilastik, with the same name, which is internally using a different backend than CEF. So horray, more choices for you!

Just in case you wonder: Obviously the DX11 variants still require the DX11 Pack to work!

And while at it we also updated the underlying backend to reflect Chromium 66.0.3359.117

Bonustrack:
With the Image nodes you can also pipe websites into the recently introduced VL.OpenCV. This maybe quite special interest but i'm sure one fine day someone will need to do exactly that:

HTMLView verwurstelt via VL.OpenCV and displayed via Preview (DX11.Texture)). Thankyouverymuch!

Available in latest alphas now. Please test and report your findings!

joreg, Thursday, May 31st 2018 Digg | Tweet | Delicious 8 comments  

Who you
When Wed, Aug 29th 2018 until Fri, Sep 7th 2018
Where Pernerinsel in Hallein, Salzburg, Austria, Germany

Since 2003, every year, an abandoned industrial salt refinery on an island in Hallein, Austria, opens up, for ten days, to host around 300 Smiths and their ideas. We physically gather in order to get inspired, network, create, present and share. Schmiede provides a basic cooperative prototyping environment and an infrastructure full of impulses and passionate people.

For all details and application see:http://schmiede.ca/apply

Application closes: May 31st
(but i heard from an inside source that it will actually be open till June 5)

Typically a good chance to meet some fellow patchers. Highly recommended!

joreg, Wednesday, May 30th 2018 Digg | Tweet | Delicious 0 comments  

Who id144, maarja
When Fri, Jun 1st 2018 - 17:00 until Fri, Jun 1st 2018 - 21:00
Where Platform Theatre, Handyside St, N1C 4AA , United Kingdom

I am pleased to invite you to the opening of our new VR project Camouflage at Platform Theatre in London, on Friday 1 June.

Me and Andrej teamed up with former Rambert choreographers Renaud Wiser and Patricia Okenwa to create a world of mixed reality, illusion and power games in a unique celebration of dance, music and virtual reality.

The evening features Camouflage - our new mixed reality game which playfully explores the ways digital technologies enrich and/or suppress our senses. After an interactive VR experience, where the audience can be at the centre of the action, there will be also two new creations of live dance delicately crafted by Renaud and Patricia and performed by an extraordinary cast of international dance artists.

Project websitehttp://camouflage.org.uk/
FB eventhttps://www.facebook.com/events/2085631808335165/

Hope to see you there

Camouflage
maarja, Friday, May 25th 2018 Digg | Tweet | Delicious 0 comments  

Who a a a a, sebl, joreg, david
When Wed, Aug 8th 2018 until Sun, Aug 12th 2018
Where Grüne Hütte, Brandenburg, Germany, Germany

Good News Evvvveryone!

The number of applicants to LINK has not exceeded 25 yet. So since we have a few spots left,
we're hereby extending the call for applications until May 31st!
____
So if you were in doubt if this thing is the right thing for you, let us try again to get you convinced and interested: LINK is a summer camp open for evvvveryone. A quality place and time for your projects on, with and for vvvv/vl. From patching or coding research projects, community & diversity building projects or software and usage concepts, design and development what comes to your mind that you think is needed or missing in the vvvv community. Anything goes and like always, evvvveryone is welcome! users, patchers, developers, thinkers, beginners, experts of any age.

Only be quick to apply because if in doubt we might sort to a first-come first-serve order of accepting your applications...

For all information and application, see:http://link-summercamp.de/
for any questions, please don't hesitate to write us to post@link-summercamp.de

Looking forward to your hot patches,

Greetings from the summer camp team:
ann-katrin, david, joreg, julia, laura, sebl

david, Tuesday, May 22nd 2018 Digg | Tweet | Delicious 0 comments  

And here we are, another fresh DirectX11 release, which gives a nice 1.3 bump.

  • - Begin Small Update (1.3.1) :

Two small issues decided to hide themselves in latest 1.3, and since they are annoying enough they deserved a quick fix and a 1.3.1 bump:

  • Group (DX11.Layer) and Enabled (DX11.Layer), when disabled and stacked, could cause some upstream nodes to fails, and then preventing render of next groups in line. This is now fixed
  • TextureFX, with it's latest update, had an eventual issue when patch starts in disabled mode and would not recover from it.

Also since it got implemented, TextureFX shaders that can use "wantmips" now do so (Edge, Blur, BlurDirectional, BlurGlow, BlurPerfector, DistortFlow, DropShadow, UnsharpMask)
.They are all faster in that scenario.

  • - End Small update 1.3.1

For impatient people, here are release highlights:

Texture FX

  • Technique is now spreadable (you can now build some really nice effect banks)
  • Reflection is now performed only on compile (no technique swap penalty), and general better runtime performance.
  • Now technique can have the annotation : wantmips , this avoids to make your own mip pass (runtime will do it for you, and will only do so if input texture requires it).
  • New pin "Preserve On Disable" (spreadable). This allows (When Enabled pin is off), to keep last frame result instead of routing input.

For spreadable technique example, see: girlpower\misc\texturefx_technique_spread folder

Render States

  • Presets internal handling is now less error prone and faster.
  • New blend state presets : MultiplyAlpha, ReplaceAlpha , BlendDestination
  • Several new nodes that allow to modify individual parts of a render state without touching the rest (DepthClip, Wireframe, EnableScissor, AlphaToCoverage

Other

  • New DrawFullScreen (DX11.Layer) : does a standard full screen draw, all ready to go
  • New texture array routing nodes (Search for GetArray), contributed by sebl
  • Renderer (DX11) now outputs input device objects, as well as states, contributed by tebjan
  • Several new convenience Bullet nodes
  • FrameDelays got a fix which was not releasing memory when deleting the node : Also they now block upstream evaluation when disabled (and have auto evaluate flag on)
  • New documentation pages inhttps://github.com/mrvux/dx11-vvvv/tree/master/Docs . For now full semantics and annotations reference.

Patreon and Supporting DirectX11 development

I of course wanted to say thank you to people who did either a Patreon subscription, or by doing private yearly invoice.

There is now an About (DX11) node, which has the names of all Contributors and Supporters.
http://www.patreon.com/mrvux

Next

For next release, the main aim is to upgrade to latest version of Assimp (and it's c# wrapper).
This will allow to import the newly supported formats (gltf), and use more complete wrapper version (specially for loading options).

Please note that latest Assimp binaries will be incorporated in next alpha build (github).

Full Changelog

  • Submodules are now http, which should help for clining entire repository (ssh would fail on forks)
  • Added About (DX11), which contains version number, contributors and supporters information
  • Framedelay (2d and 3d) were not disposing resource when deleted from patch.
  • Framedelay (2d and 3d) now also start render graph (as part of update stage), and do not evaluate upstream anymore when disabled.
  • New blend state presets (available in Blend and Renderstate nodes) : MultiplyAlpha (only multiplies alpha channel, leave color as it it), ReplaceAlpha (leave color and set new alpha), BlendDestination (uses alpha in the render target instead of pixel shader ouput as factor, for opacity masks).
  • Add EnableScissor (DX11.RenderState) : Allows to modify state to enable scissor, without touching the rest.
  • All state nodes now use static enum instead of dynamic string based version, which increases performance for those nodes (no more lookup needed).
  • Add DrawFullScreen (DX11.Layer) : as in title , a fast version instead of using module
  • Gesture (Kinect2.Microsoft) : Fix issue when rceiveing frame and no skeleton is reported (which could happen sporadically)
  • Add GetRigidBodyCustom(Bullet) : Allows to get custom pin of a rigid body.
  • Add BoxContainment(Bullet Rigid.Filter) : Allows to filter rigid body list if they are inside or outside a bounding box.
  • Add SphereContainment(Bullet Rigid.Filter) : Allows to filter rigid body list if they are inside or outside a bounding sphere.
  • GetConstraintDetails(Bullet) : Now outputs related body.
  • Gesture (Kinect2.Microsoft) : Now allows to specify user index manually, instead of using first found skeleton as before.
  • Renderer (DX11) : Now has output for events as well as state for user input (mouse, keyboard and touch), contributed by @tebjan)
  • GetArray (DX11.TextureArray), allows "GetSpread" in texture arrays, contributed by @sebl
  • GetArray (DX11.TextureArray BinSize): same as above, but with bin size (allows combining), contributed by @sebl.
  • AlphaToCoverage (DX11.RenderState) : allows to enable alpha to coverage for multisampling in an existing render state (without modifying other options)
  • AlphaClip (DX11.Effect) : simple effect with texture that discards pixel if alpha is below a certain value
  • DepthClip (DX11.RenderState) : allows to enable or disable depth clipping (near/far plane) in an existing render state (without modifying other options)
  • Texture FX Technique pin is now spreadable (means you can now use different effects for different slices, see girlpower\misc\texturefx_technique_spread folder for an example)
  • Texture FX cache is now more efficient, no more penalty when switching techniques.
  • Texture FX technique can now use a "wantmips" bool annotation, to build mips before the first pass (only if needed)
  • Texture FX has a new option "Preserve On Disable" (spreadable), if Enabled pin is off, keeps previous frame texture instead of passing texture In.
  • Info (DX11.Texture2d) no exception if a texture is null, returns same defaults
  • New reference semantics (MIPLEVELSOF and INVMIPLEVELSOF) to allow to access input texture mip levels in effects (see girlpower\misc\referencing_miplevels for example)

Download Here :
directx11-nodes

vux, Monday, May 21st 2018 Digg | Tweet | Delicious 1 comments  

helo teachers, tutors and students,

we'd like to assemble a list of your educational institutions that teach vvvv in order to:

  • give people interested in vvvv an overview of opportunities
  • be able to reach you with information about courses and workshops that could be interesting to students

for 7 years (i just checked my notes) we planned to build a system into the website (similar to the businesses) where you could manage your own little profile of your institution. apparently that didn't happen...so let's try it the oldschool way. there are two ways to add your institution:

  • go modify the wiki-page Educational Institutions yourself
  • or send us an email to edu at vvvv.org and we'll fiddle with the wiki for you

in case you send an email please include the following information:

  • name of institution
  • website
  • country, city
  • notes
  • contact (can simply be your username on vvvv.org or a link to a page at the institution with further information)

to give you an idea how the information will be presented, see this example:

Name of Institution Country, City Notes Contact
St. Pölten University of Applied Sciences Austria, St. Pölten vvvv is being used in the following two courses:
Bachelor Media Technology
Course: Realtime-Engines for Video and Motion Graphics (2x3 ECTS, teaches vvvv from scratch as a tool for realtime video processing, virtual studios, augmented reality,..., in german)
Master Digital Media Technologies
Course: Modular Media Programming (2 ECTS, General introduction into interactive media applications using vvvv, in german)


See Students showreel for examplary works
Matthias Husinsky motzi

whenever you have an update, simply modify the wiki-page or send us another email. we'll also periodically send out an email to ask you to confirm your information is still valid, to keep the list up-to-date.

so if you're a teacher, please send us your information, if you're a student please ask your teacher to do so. if you know someone who should be on the list, please let them know about this.

thanks for spreading the word!

joreg, Tuesday, May 15th 2018 Digg | Tweet | Delicious 2 comments  

Who a a a a, sebl, joreg, david
When Wed, Aug 8th 2018 until Sun, Aug 12th 2018
Where Grüne Hütte, Germany

sun sun sun, here we come!

We hereby launch the first vvvv summer camp and we call it: LINK
Check out its website for all info.

It is all great and shiny with only one caveat: unfortunately the number of people we can host is limited to 25. This is why we have to run a simple application process and depending on the number of applicants we will have the difficult task to tell some of you that they cannot come. booohh..we know.

Please don't hesitate to apply though, we're hoping to assemble a group of not only the usual suspects but also to get to know some new faces!

Also if you cannot attend for the whole time, join us on the public sunday. More information on the website.

So, in a nutshell:

  • 5 days of patching in the sun on the shore of a quiet lake
  • we camp and cook and clean-up together
  • 130km north-west of berlin
  • 260€ with all food and drinks inclusive

Convinced? Then go and apply here directly.
Any questions? post@link-summercamp.de

Be quick: Application deadline may 22nd

Greetings from the summer camp team:
ann-katrin, david, joreg, julia, laura, sebl

david, Tuesday, May 8th 2018 Digg | Tweet | Delicious 10 comments  

Or microdee's keynode aka long article about what's going on aka "oh no microdee's hyping his own stuff again".

title

Hi all!
Since September in my freetime I've been working on major refactoring of my packs to be more accessible and more organized and also writing more documentation, help patches and more understandable girlpower while also improving on features and fixing bugs. This all started with unifying semantics and pipelines in mp.fxh and mp.dx shaders but because of my slight bipolarity I've finished a lot of things since then except that. So there are still some inconsistencies on that side and the fate/direction of the rendering part is still hanging up in the air (that PBRBase thing and the Disney shading). I'm a single person on this so it'll take some time.

Meanwhile I've started to make my C# backends 99% independent from VVVV*, started to properly build them on Appveyor and properly publish them automatically to Nuget. The first materialized result of this is md.stdl (microdee's standard library) which is a collection of some common functionalities used often during development (sort of like the VVVV.Utils library, just on my own). More and more features will be ported from mp.essentials nodes to md.stdl. An exciting side-effect of this that md.stdl can be inherently used in VL by its magnificent Nuget support (though I didn't have the arriving to test it properly yet).

  • currently md.stdl still depends on VVVV.Utils with Mouse and Keyboard devices. All it does though that it provides some classes to act like the Desktop Mouse and Keyboard nodes. Also provides interoperability extension methods for VMath vectors and System.Numerics vectors.

Another library, which was separate, then merged into mp.essentials, then grown out of mp.essentials again but this time properly and has its own Nuget now: is mp.pddn (mcropack pin dictionary dynamic node) which is an extension library for creating VVVV nodes with highly dynamic pin management. One of the direct results of this were the introduction of the truly generic VVVV node pattern in mp.essentials and Notuiv (see below) where you can still be type-safe but can manage any type with a single node without the need for VL or C# code.

title

Meanwhile I've joined the forces of MESO and priorities slightly shifted for me from graphics to re-usable subsystems (of course while directly developing projects). The first bigger realization of this shift became:

₪i or Notui by MESO

VVVV is used to create large scale user interfaces a lot. Anything requires a screen and user interaction VVVV scales in size like no other package does from lot's of tiny screens to huge LED walls the size of a building (or your mom), VVVV can handle that with breeze. Except any professional will know that developing UI logic which people are taking as granted from browsers or smartphones are painful to develop in VVVV's dataflow environment. The shear presence of overlapping UI elements can make your brain explode in pure VVVV. In the past I had several attempts to solve it and they all failed for various reasons (khmvobjectskhm khmvoogkhm). Those shalt be forgotteth and shalt be never spoketh thereof. Learning from those mistakes, and still repeatedly fighting with the above mentioned incomprehensible logic cobwebs suffering from deadline induced chaos and doom, I came up with Notui.

Notui is a UI behavior package written entirely in C# providing a robust skeleton for your UI elements. The intention here was to keep VVVV's vast drawing capabilities while eliminating the above mentioned horror with logic. The result is a mostly dataflow friendly system which separates structure, stateful-logic and rendering. Note also that Notui is a C# library first and Notuiv is its VVVV implementation. This again means all the features of Notui theoretically can be accessed in VL and simply fetched from Nuget.org. This also means that you can patch your own element types and behavior delegates in VL, but I'm ahead of myself.

I hear you saying "Yeah, yeah tl;dr, big words, etcetra etcetra, What are its features?"
For a quick demonstration this can be your typical Notuiv app structure, greatly simplified though (one of the girlpower examples):

title

Which yields this result:

title

Expand that patch to see how simple it is to set up this 2 draggable windows with stateful content and animated declarative transitions patched 100% in VVVV with Notuiv:

title

Read the complete list of features and download on the contrib page: Notuiv
Now at MESO we decided to release Notui and Notuiv as BSD 3-Clause open-source libraries. Which also allows you to use it in your own commercial project without any hassle or royalty whatsoever. So grab the sources here:

https://github.com/meso-unimpressed/Notui
https://github.com/meso-unimpressed/Notuiv

An elephant in the room: "But have you heard of CraftLie?"

CraftLie is super great and tonfilm even created pure C# VL.UI.CraftLie https://github.com/tebjan/VL.UI.CraftLie which at first glance does very similar things as Notui. Unfortunately though the scope is quite different. But nothing stops you to combine CraftLie and its UI thing, VL and Notui to have a powerful system, if you install Notui into VL through Nuget, or just reference Notui.dll from vvvv/packs/Notuiv/nodes/plugins folder. This is kind of untested area yet, so please give me feedback how it went.

Side note: Now for those who want to use Notui outside of VVVV don't get fooled or intimidated by the lines of code count of Notuiv implementation, that amount of boilerplate code is not a Notui specific phenomena . It's an inherent structural issue with how VVVV works. It's a general rule of thumb that if you want to implement a large library solving a big set of problems in a very modular way with lot's of information on their building blocks, VVVV's plugin interfaces requires thousands if not ten-thousands of lines boilerplate to deal with all the conditions a plugin can have. This is 100% solved in VL though.
Disclaimer on the logo: Notui have nothing to do with Israel's new shequel. That symbol just looks great and resembles an 'n' and a 'u' interlocked, throw in an 'i' and you'll get Notui \o/. But if anybody feels offended by this for any serious reason (like if an Israeli person really feel like their national currency symbol is being abused by random UI libraries for simply aesthetic reasons which has nothing to do with it, or with Israel) I'll immediately change it.

A bit more on md.ecosystem

Almost forgot you can get mp.essentials and mp.dx from here: md.ecosystem
or through Github releases:
https://github.com/microdee/mp.essentials/releases
https://github.com/microdee/mp.dx/releases

There are couple of smaller important thoughts as well:

First: FBX4V will be open-sourced soon and will become part of mp.dx, and maybe I'll find some time to fix some crucial issues with it during the process.

Second: the refactoring also ended up in a more modern way of deploying my packs. (like how Velcrome's messages and Vux's DX11 packs are doing for ages. All md.ecosystem packs are still available from vpm, but their binaries are finally not stored directly in their repo, and they are available from Github releases for those who are not happy with vpm. vpm itself will be revisited soon as I need to sort out couple of things to fit more into automatic deployment schemes. Also finally because of Appveyor they're all generating version.info files now and also they have About nodes with detailed versioning info too.

2.5th: During this transition I'm also creating nice and tidy help patches with lot's of reading materials where it's suitable and the node has a decently isolated function. So hopefully it will result in less confused patchers.

Third: A reminder that all of my stuffs are open-source on Github, one can easily fork it and send me pull-requests. Yet I can count on a single hand the number of occurrences this happened. If there's no active project with a deadline MESO embraces open source development which can help faster realization of future projects (the reason you have Notui now) so funding wise I'm ok, BUT I'm a single guy maintaining this entire thing, so if you're bored and can do vvvv patching you'll make me the happiest guy on earth if you send me pull requests to my repos fixing minor issues I haven't noticed or improving on my crappy code/patch.

Thank you for reading this through, I hope my packs provide you as much productivity as they do for me. If you have any questions I usually answer them.

Cheers and happy patching!

title
microdee, Saturday, May 5th 2018 Digg | Tweet | Delicious 9 comments  

previously on vvvv: vvvvhat happened in March 2018


time flies,

more than a month now since the release of b36 and we are happy with it. but are you? anyone using a previous version still? meanwhile we have b36.1 heavily in the making where we are concentrating our work on the vl CoreLib. making it more managable so we can finally open it up for contributions. some of the fruits can already be seen in the nodebrowser if you're using alpha builds. announcement and some explaining words on this still pending. and then quite some crazyshit is happening in the secret labs that we hopefully can talk about soon...geee

one of the more often requested features for vvvv was the ability to run different parts of a project in different mainloops. since b36 this is conveniently possible using vl and the article Patch Your Own Mainloops explains how. no more excuses...

still more on the beginner end of things?

and in case you missed the annoucement: LINK - the vvvv summercamp application will open soon and selected participants will then be informed by june 8th, leaving you with 2 months to arrange your travels.

Contributions

some nifty new stuff:

and updates for two oldygoldies:

and two nice teases from upcoming work by microdee as part of his md.ecosystem 3.0:

Wips

happy to see three works in progress shared in april. keep them coming:

Gallery

Melting Memories by Refik Anadol
as mentioned in this writeup on creativeapplications

and meso documented 3 of their latest works:


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

joreg, Thursday, May 3rd 2018 Digg | Tweet | Delicious 1 comments  

anonymous user login

Shoutbox

~1d ago

evvvvil: BRUTAL BREXIT DIZZY DAGGERS our 4kb intro ranked 3rd at TRSAC demo party. Made with 130 lines of shader code. https://vimeo.com/296418799

~1d ago

joreg: part one of the #vvvv roadmap: the early years: roadmap

~6d ago

tonfilm: even more #GPU #debugging with #renderdoc and #vvvv #dx11: debug-dx11-frames-with-renderdoc

~6d ago

lev: Heyy. Any vvvv guys in Amsterdam now?

~7d ago

StiX: @vnm there is contrib, just search forums and page