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I am from surgery

guest, Thursday, Jul 28th 2016 Digg | Tweet | Delicious 0 comments  

Short Version

vvvv now has native support for both sending and receiving TUIO messages!
The following nodes are available in latest alphas:

  • TUIOCursor (Network Join/Split)
  • TUIOObject (Network Join/Split)
  • TUIOBlob (Network Join/Split)
  • TUIOBundler (Network)

For receiving TUIO messages the individual split nodes can be used directly. The TUIOBundler is used for combining different types of TUIO messages in order to send them in one bundle.

Some Background

vvvv has long had support for TUIO, a protocol for receiving data from multitouch surfaces. The TUIODecoder (Network) was contributed to the addonpack by Abomb years ago.

It did what it was supposed to with only two caveats:

  • since it used an input of type String it had troubles on windows systems with non-standard string encodings
  • it was only a decoder, lacking an encoder to also be able to send TUIO messages

Enter VL: While preparing the standard library for VL it was a good exercise to create probably the worlds-first implementation of the TUIO protocol in a visual programming language. And since we can make nodes we have in VL available as nodes in vvvv it was a just a few more clicks to make the new implementation even useable for non-vl patchers. You're welcome!

There is more to the nerds pleasing: TUIO is based on the OSC protocol which meant that before being able to implement TUIO, we needed an implementation of the OSC protocol. As we've pointed out before, in VL we have the possibility to import .net libraries. So one way to support OSC in VL would have certainly been to import one of the many existing OSC libraries for .net. In fact we did that and it was good to see that it just worked. Still the real challenge of course was to also create possibly the worlds-first implementation of OSC in a visual programming language. So here we are..

Snippet of the TUIO implmentation in VL

If you're interested in the implementations have a look at the VL files in:


Otherwise just go ahead, use the nodes in vvvv and please report your findings in the comments or in the alpha forum.

joreg, Wednesday, Jul 27th 2016 Digg | Tweet | Delicious 0 comments  

I am from Germany

guest, Tuesday, Jul 26th 2016 Digg | Tweet | Delicious 0 comments  

I am from Germany

guest, Tuesday, Jul 26th 2016 Digg | Tweet | Delicious 5 comments  

New Noodles: Alpha 0.3 "Tonkotsu"

Get them here:

Some new & improved nodes + bugfixes but the tasty new flavors are Noise & CSG implementations.


New textureless magic noise suite based largely on the great GLSL postings of http://briansharpe.wordpress.com/
to use in a shader see InstanceNoodles\nodes\modules\Common\NoodleNoise.fxh
Of course there are nodes for people that don't want to mess with shader code though.

Includes 2D and 3D Perlin, Simplex and Worley, all with single octave noise as well as FBM, Turbulence & Ridge flavors. Worley comes with various distance metrics & cell functions. To get an idea of the (many) Worley combinations here's a nice reference:

Worley Noises

image source: mines.lumpylumpy.com/Electronics/Computers/Software/Cpp/Graphics/Bitmap/Textures/Noise/


Constructive Solid Geometry finally... Realtime implementation using distance fields stored in 3D textures or 'volumes'. Picture speaks a thousand words:


As well as the standard Union, Intersection & Difference operations as pictured above, 16(!) other combination operations ported from the very sexy GLSL raymarch lib: http://mercury.sexy/hg_sdf/

New DX11.TextureFX nodes

  • Noise3D (DX11.TextureFX)

New Compute nodes

  • Noise2D (Value Buffer)
  • Noise3D (Value Buffer)
  • NoiseDerivs2D (Value Buffer)
  • NoiseDerivs3D (Value Buffer)
  • min (Value Buffer)
  • max (Value Buffer)
  • S+H (Vaule, 2D, 3D, 4D versions)
  • SumUp (Vaule Buffer)
  • Vector4DSplit (Vaule Buffer)
  • Normalize (3D Buffer)

New DX11.Geometry nodes

  • Kinect2GS (DX11.Geometry) kinect2 texture maps to mesh, with optional player filtering
  • SplineTrails (DX11.Geometry)
  • SplineBuffered (DX11.Geometry) now has ribbon mode
  • SDFtoMesh (DX11 Geometry) conversion of signed distance fields (as 3D texture) to mesh using marching cubes. This allows constructive solid geometry to be integrated with normal geometry pipeline

New DX11.Volume nodes (mostly for CSG ops)

  • CombineSDF (DX11.Volume)
  • BoxSDF (DX11.Volume)
  • SphereSDF (DX11.Volume)
  • TorusSDF (DX11.Volume)
  • CylinderSDF (DX11.Volume)
  • PrismSDF (DX11.Volume)
  • ExtrudeTextureSDF (DX11.Volume)
  • NoiseSDF (DX11.Volume)
  • Resize (DX11.Volume)

for fast peek at the results:

  • PreviewVolume (DX11.Layer)

Changed /fixed Nodes
DX11.GeomFX modules now have max elements pin. Set to 0 by defualt, which will use the old automatic behavior, or any other positive number for manual setting

+ various small bug fixes that I'm too lazy to type.

Feel free to use in your creative & commercial projects, just please make sure to give credit as per license below.
CCBY 2016 http://everyoneishappy.com


everyoneishappy, Saturday, Jul 23rd 2016 Digg | Tweet | Delicious 8 comments  
Evan, Thursday, Jul 21st 2016 Digg | Tweet | Delicious 0 comments  

I am from Germany

udo2013, Wednesday, Jul 20th 2016 Digg | Tweet | Delicious 0 comments  

I am from Germany

udo2013, Wednesday, Jul 20th 2016 Digg | Tweet | Delicious 0 comments  

I am from Germany

udo2013, Wednesday, Jul 20th 2016 Digg | Tweet | Delicious 0 comments  

anonymous user login


~9h ago

joreg: WEIRD REALITY: Head-Mounted Art && Code call for participation: http://artandcode.com #ar #vr @artandcode

~16h ago

fibo: @Noir: yet another Node.js project (powered by http://stack.gl/)

~23h ago

woei: @dominikKoller: used shp in vvvv with NetTopologySuite, code is dated 8 years though

~3d ago

vasilis: @Thanks microdee!

~3d ago

microdee: @vasilis, @stix: ML stands for amount of idle time generated from mainloop fps cap ML? indicates this might take the longest time

~3d ago

StiX: i think it refers to how much interface of vvvv eats up, not sure thou

~3d ago

vasilis: Somebody a reminder beacuse I have forgotten it..What is the ML counting in Perf Meter node?