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Who Kopffarben, Julia Schäfer, Johannes Schmidt & Brunhild Fischer
When Fri, Oct 16th 2015 - 19:30 until Sun, Oct 18th 2015 - 20:30
Where Forum Factory, Besselstrasse 13-14, 10969 Berlin-Mitte, Germany

Kopffarben - Festival of Lights


We hereby invite all of you to our visual concert during the Festival of Lights in Berlin.

Let yourself bewitch of our extraordinary visual concert. We combine the charm of painting and the fascination of light with spherical sound of the flute to a rousing cosmos. The legend of Orpheus develops before your eyes into a living painting.

see you,


Friday: 16th of October / 19:30
Saturday: 17th of October / 19:30
Sunday: 18th of October / 19:30


Forum Factory
Besselstrasse 13-14
10969 Berlin-Mitte

we thank our sponsors





here are an video from last year

kopffarben, Wednesday, Oct 14th 2015 Digg | Tweet | Delicious 2 comments  


While researching for the new VL math library the topic of polar, spherical and geographic coordinates came up. After reading several articles it was clear that there is a common confusion about the angle convention, orientation and naming.

This blog post starts from the official definition in math textbooks and derives the correct implementations in a left-handed coordinate system with y-axis up like the one in DirectX.

Polar and spherical coordinate systems do the same job as the good old cartesian coordinate system you always hated at school. It describes every point on a plane or in space in relation to an origin O by a vector. But instead of 3 perpendicular directions xyz it uses the distance from the origin and angles to identify a position.


In the following descriptions the angle units are degree and the cartesian coordinate systems and drawings are the ones you would find in math textbooks.


In 2d the definition is straightforward. A position is defined by the distance to the origin and one angle. We just need the:

  • origin O
  • a reference direction where the angle is 0

For practical reasons mathematicians place the origin at the same position as it is in the cartesian system and the reference direction is the positive x-axis:

Then the conversion from a cartesian vector (x, y) of a position P to polar coordinates (radius, angle) is:

radius = sqrt(x^2 + y^2)
angle = atan2(y, x)

and the way around:

x = radius * cos(angle)
y = radius * sin(angle)

Here a positive angular velocity moves the position counter-clockwise on a circle:

Note that many 2d computer graphics coordinate systems have the y-axis pointing downwards so that everything is flipped upside down. In that case, using the same calculations as above, a positive angular velocity moves the position clockwise.

To get the same behavior in a 2d cartesian system with y-axis down the calculations would be:

radius = sqrt(x^2 + y^2)
angle = atan2(-y, x)


x = radius * cos(angle)
y = -radius * sin(angle)


To define a point in space by spherical coordinates the distance to the origin O as well as two angles are required. The confusion starts here since many conventions for the notation and the order of the angles exist. This page lists most of them:http://mathworld.wolfram.com/SphericalCoordinates.html

But let's step back and have a look at what we need to define spherical coordinates. We will see that regardless of the notation the actual formula for the calculation is the same:

  • the origin O
  • for one angle we need a directed axis which defines the poles (like north and south pole of the earth), this angle is often called polar angle, zenith angle, colatitude, inclination or elevation
  • for the other angle we need a reference direction in the equatorial plane, this angle is called azimuthal angle

The origin is also the same as the one of the cartesian system. Traditionally mathematicians choose the z-axis as the polar axis and the xy-plane as the equatorial plane with reference direction as the positive x-axis:

The conversion formulas are then:

radius = sqrt(x^2 + y^2 + z^2)
polar = arccos(z/radius)
azimuthal = atan2(y, x)


x = radius * sin(polar) * cos(azimuthal)
y = radius * sin(polar) * sin(azimuthal)
z = radius * cos(polar)

As you can see in the drawing, if polar angle is 0 the vector points toward the positive z-axis and the azimuthal angle has no effect because it only rolls the vector around the z-axis.

Positive polar velocity moves the point away from the pole at positive z towards positive x.
Positive azimuthal velocity moves the point from positive x towards positive y.

The drawing uses a right-handed system with z-axis up which is common in math textbooks. As in the 2d case it looks different depending on orientation of the xyz-axis of the cartesian coordinate system in which the position will be displayed.

Geographic Coordinates

The definition of the spherical coordinates has two drawbacks. First the polar angle has to have a value other than 0° (or 180°) to allow the azimuthal value to have an effect. Second the geographic system of latitude and longitude does not match with the two angles.

In order to match the spherical angles to latitude and longitude the polar angle needs to have a value of 90°. Then the position vector points towards the positive x-axis in the equatorial plane which matches a latitude of 0° and a longitude of 0°.

The angular directions of latitude and longitude are the same. So the conversion is quite simple:

latitude = polar - 90°
longitude = azimuthal


polar = latitude + 90°
azimuthal = longitude

With trigonometric substitutions a direct conversion between geographic and cartesian coordinates can be derived:

radius = sqrt(x^2 + y^2 + z^2)
latitude = arcsin(z/radius)
longitude = atan2(y, x)


x = radius * cos(latitude) * cos(longitude)
y = radius * cos(latitude) * sin(longitude)
z = radius * sin(latitude)

Implementation for VL

VL assumes that the user works in a left-handed cartesian coordinate system with the y-axis up which is commonly used with DirectX. This means that all the above images and directions would be somehow rotated and flipped when used in such a coordinate system. But that's of course not what we want. The north pole of a sphere should still be up and the angular directions of the angles should also be the same as above.

The conversion of a vector between the systems is not very complicated:

xR = -zL
yR = xL
zR = yL


xL = yR
yL = zR
zL = -xR

The simplest solution would be to convert the vector before or after the calculation, but we can also apply the conversion to the formulas. Then we get for the spherical coordinates:

radius = sqrt(x^2 + y^2 + z^2)
polar = arccos(y/radius)
azimuthal = atan2(x, -z)


x = radius * sin(polar) * sin(azimuthal)
y = radius * cos(polar)
z = -radius * sin(polar) * cos(azimuthal)

For geographic coordinates:

radius = sqrt(x^2 + y^2 + z^2)
latitude = arcsin(y/radius)
longitude = atan2(x, -z)


x = radius * cos(latitude) * sin(longitude)
y = radius * sin(latitude)
z = -radius * cos(latitude) * cos(longitude)

Angle Units

Since we all love the convention of scaling value ranges to the interval 0-1, the VL nodes also use cycles as units as we are used to from vvvv.

Node Names

As we assume that the standard system you work in is cartesian we use the 'To' and 'From' prefix which we think is more clear than the vvvv names 'Polar' and 'Cartesian' we had before. So we now have:

ToPolar, FromPolar
ToSpherical, FromSpherical
ToGeographic, FromGeographic

Since the Angle (3D) node already calculates the spherical angles and the radius, the VL implementation for the spherical coordinates looks like this:

You can find it along with the other conversion nodes in Basics.vl in the patch Utils3D.

Relation to VVVV nodes

The old vvvv nodes Polar and Cartesian in 3d are similar to the geographic coordinates with the exception that the angular direction of the longitude is inverted.
The 2d nodes do match exactly.

Cylindrical Coordinates

A natural extension of the 2d polar coordinates are cylindrical coordinates, since they just add a height value out of the xy-plane. For completeness here they are:

The formula is exactly the same as 2d polar corrdinates with the extension of the height:

radius = sqrt(x^2 + y^2)
angle = atan2(y, x)
height = z

and the way around:

x = radius * cos(angle)
y = radius * sin(angle)
z = height

Converting that to left-handed system with y-axis up gives:

radius = sqrt(x^2 + z^2)
angle = atan2(x, -z)
height = y

and the way around:

x = radius * sin(angle)
y = height
z = -radius * cos(angle)

Node Names

As for the other conversion nodes we use:

ToCylindrical, FromCylindrical


As usual in the alpha builds.

tonfilm, Tuesday, Oct 6th 2015 Digg | Tweet | Delicious 1 comments  

Who ventolinmono
When Thu, Oct 15th 2015 - 16:00 until Thu, Dec 3rd 2015 - 18:30
Where Facultad de Artes de la Universidad Autónoma del Estado de Morelos, Av. Universidad No. 1001, Col Chamilpa., Cuernavaca, Mexico


El objetivo del taller es iniciar a los asistentes en programación con VVVV y demostrar sus posibilidades creativas. El taller hará énfasis en la experimentación con imágenes digitales y la interacción con estas imágenes en tiempo real.

Fechas: Del Jueves 15 de Octubre al Jueves 3 de Diciembre de 4:00 a 6:30 pm.

Lugar: Laboratorio de Cómputo #2, Facultad de Artes UAEM.

Cupo máximo: 15 asistentes.

Costo: Gratis.

ventolinmono, Tuesday, Oct 6th 2015 Digg | Tweet | Delicious 0 comments  

Who Letters Are My Friends™ & Multitouch Berlin™
When Sun, Oct 11th 2015 - 14:00 until Sun, Oct 11th 2015 - 18:00
Where Letters Are My Friends, Boppstrasse 7, Berlin, Germany



As part of Code Week Berlin 2015http://www.codeweek.de/ we are offering a VVVV introductory workshop for teens from 12 years and older in collaboration with Letters Are My Friends - the concept store for typography and new technologies in Berlin.http://www.lettersaremyfriends.com/

In a 4 hour crash course we will learn an easy way into interactive programming with the multipurpose toolkit VVVV aka the fastest visual prototyping language that exists today. We will teach the computer something new and clever, let it draw a wallpaper for you or design your own wild animals that you can move with your own body. This workshop is free of charge and limited to 10 people.


High school students from 12 to 18 years


Sunday 11. October 2015
2PM - 6PM


Letters Are My Friends
Boppstrasse 7
10967 Berlin Kreuzberg


Please write an email with your full name and age to info(at)multitouchberlin.com
Please bring your own windows laptop and pre-install the latest VVVV version (beta).

This workshop will be completely free of charge. Please consider a donation to our workshop partners Letters Are My Friendshttp://www.lettersaremyfriends.com/ who are providing the space and more workshop support.

Multitouch Berlin, Friday, Oct 2nd 2015 Digg | Tweet | Delicious 4 comments  

previously on vvvv: contribution-roundup

helo my dear fellow patchers,

i got the feeling lately that you've been doing way too much of vvvv for anyone to be able follow. and we're all so busy and certainly everyone misses half of whats happening. so let me just write out loud here...i'm thinking...a monthly recap that allows everyone to get a quick overview of the highlights of the past vvvv month, something like so:


yo, so firstly we got blessed with some amazing new contributions:

  • obviously velcrome shoot the bird (ifimaysayso) once again by doing this: vvvv-patchbox. he collected all the crazy UI tweaks already out there since years in some cases, cleaned them up and added more into one consistent pack. if you're not gonna flattr him for that..i don't know..
  • everyoneishappy indeed when they taste the instance-noodles. kind of like the textureFX for geometry. well done sir!
  • elektromeier shows us what he did with the noodles: disolver
  • catweasel gives us a dx11-sprite-sheet-text module. not something you'll need everyday but certainly good to know it is already there once you need it
  • and then there is the dragbox by kld4 which he describes as "A window system to quickly create user interfaces.". crazy..
  • velcrome also updated his message-2.0 to v2.1 which he says comes with quite some fixes and also fixes the x86 version. now i see that pack has been downloaded more than 400 times and does not have a single flattr yet. so let me just fix that. ok 1, can we have some more there please?
  • i updated the kinect-v2-hdface contribution to work with the latest kinect2-nodes pack. only there is still a problem with getting the face matched to the rgb image. so if you happen to know how this is supposed to work, please add your mustard over there.
  • and vux added his materials from his node15 compute workshop: node-15-compute-shader-workshop-patches which also adds to the complete list of node15-workshop-materials

Previously on vvvv

next. have you ever browsed through the contributions and stumbled over something from ninetinehundredsoandso that you want everyone to know about? then make sure it runs with the latest vvvversion and reupload it. so i did: pathgeometry.


and finally ma favorite gallery entry for september: Fatal Light Attraction by Samuel Kerridge, Andrej Boleslavský & Mária Júdová.

simple, effective. reduced to the max. for details see: samuel-kerridge-fatal-light-attraction

the end.

so what do you think?
no big deal, right? still took me 3h now to write this. but thats maybe just me...
did i miss something?
than just add it in the comments, maaan!

no i mean, what do you think in terms of how about having something like this every month? and more specifically: how about it is not me every month writing this but every month it is someone else?
oh yeah good idea actually...

so here are the two rules to get it going:

  • always the first of you who shouts in the comments something like "yeah, i'm gonna do it" gets to do the next. preferrably always in the first days of the next month. so only shout if you know that you'll have time to do it!
  • the title always has to be: "vvvvhat happened in.." (just so we can easily build a url list automatically from those posts)..

if nobody wants i'll have to appoint someone. so, no pressure..

joreg, Friday, Oct 2nd 2015 Digg | Tweet | Delicious 10 comments  

Who colorsound
When Mon, Oct 26th 2015 - 10:00 until Fri, Oct 30th 2015 - 13:30
Where www.escenica.net Granada, Edificio Rey Chico, Paseo de los Tristes s/n. C.P.18010. Granada, Granada, Spain

Objetivo del curso
Iniciarse en la programación con V V V V y Arduino, con la perspectiva de la fusión entre las técnicas escénicas tradicionales y el diseño multimedia interactivo. Poder utilizar periféricos para activación de sensores más complejos y viceversa. Adaptación y control de iluminación en protocolos convencionales con sensores y aparatos no convencionales.

Se comenzará desde cero con v v v v y arduino que serán las herramientas básicas para el resto de los días. Para los que tuvieran ganas de empezar con estas herramientas es una buena oportunidad y para los que ya sepan podrán profundizar en varios campos.
El curso se basa en el aprendizaje de la herramienta vvvv.org, el uso de arduino, para fines interactivos en la luminotecnia y artes escénicas.

Día 1

  • V V V V aplicación de programación gráfica. Introducción a la aplicación. Conociendo la interface.

Día 2

  • Procesado. Entradas y salidas. Mapeado de datos. Tipos de datos. Tipos de salidas. Animación gráfica. Visionado de proyectos. Tipos de Nodos. Tipos de Spreads. Patches y subpatches.
  • Arduino shields.

Día 3

  • Arduino. Conexionado sensores y dispositivos electrónicos. Comunicación aplicaciones y dispositivos, vvvv y arduino

Día 4

  • Arduino, funciones y circuitos mas complejos.
  • Artnet y vvvv. Control de estructuras de leds digitales.

Día 5

  • Dudas y prácticas, proyecto.

Material a aportar por los participantes: Cada alumno debe acudir a clase con un ordenador con Windows 7 Ultimate o superior instalado, preferible pantalla grande, ratón con tres botones, auriculares y micrófono. Además, podrá traer sus propios arduinos, sensores extra si lo desea. Si alguien trae Mac tendrá que venir con el bootcamp instalado con win7 y testeado. Al matricularse se recibirá información sobre el software y drivers a instalar.

Mas info y Solicitud:


colorsound, Tuesday, Sep 29th 2015 Digg | Tweet | Delicious 0 comments  

here we go again..

in an attempt to save the collected wisdom of node15 for posterity this blogpost aims to provide a reference of where all the stuff that was handed out during node15 workshops went.

For a listing of workshop videos see: NODE15 Documentation Videos

Patching & Coding

Object Oriented Patching with VObjects and Messages
Description - contributions: VObjects & Message 2.0
vvvv für newbies/für Anfänger
Description - Beschreibung
vvvv50 snail/rabbit introduction
BYOP - Bring Your Own Patch
Machine Learning with vvvv
Description - contribution: VVVV.Packs.MachineLearning (alpha)
Git for vvvv Projects
vvvv.js: Extending your Patching Skills to the Web
Description - github: vvvvjs workshop
Multiscreen Setups & Boygrouping
Description - contribution: Multiscreen&Boygrouping, Node15
Dynamic Plugins
Description - contribution: Dynamic Plugins
Plugin Development with Thirdparty SDKs

Animation & Graphics

Emeshe: An Advanced Rendering Technique in DX11
Description - contribution: Emeshe
Description - contribution: Vectors & Transformations
Video Effects and Compositing
Basic DirectX11 Shading
Advanced DirectX11 Shading
DirectCompute: A Multipurpose Shader
Description - contribution: Compute Shader Workshop
Generative Design Algorithms
Description - github: GenerativeDesignWorkshop
Oculus Basics
Box2D Physics in vvvv
Realtime Physics in 3D
Shading Pointclouds
GPU Particles

Hardware & IO

Cutting & VVVVolding Paper
Description - contribution: Cutting & VVVVolding paper workshop, node15
Ways of Seeing (with Computers)
Description - contribution: Ways of Seeing with Computers workshop (Rulr workshop), node15
Connecting Things to the Internet of Things
Description - github: IoT Intro
Arduino & VVVVirmata
Soft Sensors for Soft Bodies
Description - material: http://www.kobakant.at/DIY/?p=5414 and http://www.kobakant.at/DIY/?p=5539
3D Printing - vvvv and OpenSCAD
vvvv meets G-Code
Description - contribution: G-Code in v4
Grasshopper & vvvv
The World is our Canvas! Projection Mapping with vvvv
Description - contribution: Projection Mapping, NODE15 Workshop
Knitting with vvvv
Description - contribution: Knitting with vvvv, node15 workshop


Kinect Basics
Kinect Interactions with DX11 - Pointcloud
Description - contribution: DX11.Pointcloud
Kinect & Oculus
Recording and Annotating Movements
Interacting with Choreographic Installations


Sonic PI
Description - Download comes with full tutorial built into the app, just hit the Help button and select tutorial - also: follow @sonic_pi
Interfacing Reaktor and vvvv
Description - contribution: Interfacing reaktor & vvvv, Node15 Workshop
contribution: vvvv.audio-node15-workshop-patches

Looking for node13 material? Check this: node13 workshop material

joreg, Thursday, Sep 24th 2015 Digg | Tweet | Delicious 0 comments  

Who kld4
When Tue, Oct 13th 2015 until Thu, Oct 15th 2015
Where COC Centro de Ocio Contemporáneo de Badajoz, Badajoz, Spain

Artes Escénicas: Iluminación, Sonido y Vídeo Todo en Uno

En el campo profesional de la luz, el sonido y el vídeo los fabricantes nos ofrecen maquinas con muchas posibilidades técnicas, que rara vez sabemos aprovechar al cien por cien; ni siquiera en los montajes más espectaculares, pues en estos eventos se multiplican los medios técnicos en vez de profundizar con eficacia el rendimiento individual de cada aparato.

Hemos encontrado una formula para reventar esto y dar un cambio radical a los conceptos de hardware y software que se utilizan en la industria del espectáculo actual.

En este workshow se enseña en profundidad como interceptar la señal DMX para poder incluir sensores y controladores en tus eventos.

Con estos conocimientos tus espectáculos contaran con una capacidad creativa que ningún fabricante de equipamiento técnico te ofrece actualmente.

Resumen del programa:
Día 1: Instalar vvvv en los ordenadores de los alumnos y familiarizarse con el entorno del programa.
Día 2: Nos centramos en las herramientas de vvvv para utilizar DMX y repaso de los devices que podemos conectar al DMX (Android, Wiimote, Arduino...).
Día 3: Cómo trabajar con esta tecnología en el entorno real de las instalaciones técnicas. Propuestas sobre la intervención de la señal DMX.
El curso esta dirigido a técnicos inquietos que quieran sacar más partido a los equipos que manejan diariamente en su trabajo.
Este curso tiene un carácter practico/teórico por lo cual, al finalizarlo, el alumno estará dotado para hacer intervenciones técnicas en los equipos con los que trabaja que ni siquiera se podía imaginar antes de tener contacto con esta tecnología.

kld4, Wednesday, Sep 23rd 2015 Digg | Tweet | Delicious 0 comments  

Hi vvvv users.

We are vvvv community of Japane.

In Japane, vvvv is not well known.

so We take action for spreading vvvv in Japane.


We have joined Maker Faire Tokyo 2015 joined.
titel is "Interactive videos by vvvv "


We used kinect v2, Leap Motion, sound and voice for interactions Trigger.

many people coming our booth who is Ladies and gentlemen, boys and girls.

Some people who have an interest us, know Pure Data, Touch Designer,Max and Processing.

but they have konwn vvvv, or have known the only name vvvv.

We will try to join Maker Faire in next year.

Maybe.people more knows vvvv than now at that time.

Because we do.

about vvvv Japane Comunty
A Japanese community of vvvv.
There are a programmer, a nurse and a dietician by our community.
We are thinking vvvv is used by various backgrounds.

Community Page

Faire Tokyo 2015

Murata, Wednesday, Sep 9th 2015 Digg | Tweet | Delicious 0 comments  

When Thu, Sep 3rd 2015 - 16:06 until Mon, Sep 7th 2015 - 16:06
Where Post City, Linz. u19 Festival, Bahnhofplatz 12, Linz, Austria


For all of you who are at the Ars Electronica Festival:

A part of the Festival, called U19 Create Your World, will exhibit (among other cool things made by young creative people) the winners of the Prix Ars Electronica u19 category.

My workhttp://dominikkoller.net/UnknownFormsOfFace will also be there! It's been awarded an honorary mention.
You'll see it running live, right on the spot, patched in vvvv.

See you there!

vvvvpraxisintern dominikkoller

Random Face
dominikKoller, Wednesday, Sep 2nd 2015 Digg | Tweet | Delicious 1 comments  

anonymous user login


~8h ago

andresc4: I made a nickname change, I'm vjc4 or Andres Alvarez like in fb. Just want let you guys know.

~9h ago

ravazquez: Thanks @microdee! Will look into it tomorrow ^^

~14h ago

microdee: ravazquez: System.Diagnostics.Task

~17h ago

ravazquez: Anyone with an easy to follow sample of proper thread usage within a vvvv plugin?

~2d ago

levi: thanks guys,not so eager for the purist solution,could use some sophisticated interface,probably some lightning-dmx software.

~2d ago

mino: I'm going to London at early June. anyone there?