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I am on a fieldtrip.

guest, Tuesday, Feb 20th 2018 Digg | Tweet | Delicious 0 comments  

I am from Fieldtrip

guest, Tuesday, Feb 20th 2018 Digg | Tweet | Delicious 0 comments  

I am from Simplex

guest, Tuesday, Feb 20th 2018 Digg | Tweet | Delicious 0 comments  

I am from Fieldtrip

guest, Tuesday, Feb 20th 2018 Digg | Tweet | Delicious 0 comments  

I am from Austria

guest, Tuesday, Feb 20th 2018 Digg | Tweet | Delicious 0 comments  

Watch on Vimeo

Small remix on 'Visitors' by Godfrey Reggio
Based on experiments with face tracking
Soundtrack: Mechatok

eps, Tuesday, Feb 20th 2018 Digg | Tweet | Delicious comments on vimeo  

helo evvvveryone,

it is happening: beta36 is scheduled for a release in early february. we're quite confident with the state of the new features we've added and would like to ask you to give it a final spin with the release-candidates as listed below. please open the projects you're currently working on and see if they run as expected. if not, please let us know in the forum using the alpha tag.

Release Highlights

since the dawn of vl, vvvv has become increasingly more powerful. we see initial proof in the works of schnellebuntebilder and intolight who are using the combination already to their advantage. it allows them to create projects of a complexity that would have been very hard if not impossible to realize with vvvv alone.

so far though, vl could only be used for IO and logic tasks. anything related to rendering was still in the hands of vvvv DX9/DX11 only. with beta36 we're introducing a new bridge that will allow you to prepare textures and buffers with the convenience of vl features and hand them over to vvvv using a new set of nodes. have a look at \girlpower\VL\DX\DynamicBuffersAndTextures.v4p to see how this works! and here are some more highlights:

VVVV

VL

for an in depth list of changes have a look at the changelog.

Download

64-bit
vvvv (beta36_rc8)
addons (beta36_rc8)
32-bit
vvvv (beta36_rc8)
addons (beta36_rc8)
VL documents you save with these candidates will not open anymore with beta35.8!

if you have the feeling that this release will not have anything for you, we'd only partly agree. true, maybe not directly. but we'd like to point out that what's hidden behind the unpretentious bullet point "Use .NET Libraries and Write Custom Nodes" listed under vl above can conservatively be understood as a bombshell. it means that anyone now has access to a vast range of .NET libraries in vl and therefore can also use those in vvvv. while this may exceed your personal abilities, it lowers the barrier to contribute to vvvv/vl in general by far and if we get this communicated right, this should be a win-win for evvvveryone. so tell your .NET developer friends about this..they should understand the implications.

at the same time this makes it easier for ourselves to now start building more interesting libraries for vl, which in turn will be a win for all vvvv users as well. hope this makes sense..

but now we wish you all some happy holidays and are waiting for your feedback on the candidate!

joreg, Monday, Feb 19th 2018 Digg | Tweet | Delicious 2 comments  

After a little while, here we are, a new version bump for dx11 rendering.

This as usual comes with some bug fixes and new features.

Bug fixes

First, there were 2 reasonably major issue which are now fixed:

  • Quad node would start to throw error if fed a nil anytime, and would not recover from it.
  • Deleting texture fx and renderer temp target would not release the associated resources, resulting in a leak (only while authoring, not while having a patch running).

New features

Next, of course there are new features, here are a few selected ones (full changelog below)

  • Kinect 2 nodes now also have help patches, so now all nodes from plugins do have a help file.
  • Sample and Hold for Buffers, 2d and 3d textures
  • Support for shared buffers. This is identical as shared textures, but for buffers, so you can share compute work cross process for example.
  • New library (TexProc), which contains some nodes for image processing which are not conveniently done using texture fx. Check RGBASplit , HSLASplit, ExtractChannel and Composite nodes.

Supporting DirectX11 development

For more than 6 years DX11 pack has been free, and will stay free.

The question about supporting development has been asked several times, and for now there was no official way to do so (except contacting privately).

So from now, dx11 contribution has a Patreon page, in which you can provide monthly donations to (various pledges with various rewards are available, including access to upcoming video workshop patches and custom support).

https://www.patreon.com/mrvux

Full changelog:

  • Pack version info is now integrated, which allows to use pack versioning feature (as well as diffing).
  • Kinect 2 nodes now all have help patches as well, so now every node in the pack has a help file.
  • Fix spelling on Frustum (Transform)
  • Fix spelling on FrustumTest (DX11.Validator)
  • Fix Quad layer which would not recover if fed a Nil input.
  • Renderer (DX11.TextureArray) now has a UAV pin (disabled by default), so texture can be written by compute shaders.
  • Softworld node did not allow to create contstraints.
  • Temp target renderer was not releasing resource when deleting the node, which was creating memory leak when authoring.
  • Fix shader releasing their resources when deleting them from patch.
  • Add ExtractChannel (DX11.Texture), which allows to pick individual channel of a texture (also auto handling input/output formats when required).
  • Add RGBASplit (DX11.Texture), extract all texture channels in a separate texture.
  • Add HSLASplit (DX11.Texture), extract all texture channels in a separate texture (converts into either HSL or HSV)
  • Add Composite (DX11.Texture), combines a spread of texture into a single one, each texture can have individual blend mode,opacity and texture transform
  • AsSharedTexture (DX11.Texture) , now forces evaluation by default
  • Add AsSharedResource (DX11.Buffer) , to allow to share a dx11 buffer between various processes.
  • Add FromSharedResource (DX11.Buffer Structured) , receiver side for shared buffer.
  • Add FrameDelay (DX11.Texture 3d) , orthogonal to all framedalys, for 3d textures.
  • Add WriteMask (DX11.RenderState) : Allows to control which channels are written to
  • Add WithinSphere (DX11.Validator) : Only draw objects which have a bounding box contained within a sphere.
  • Added ConstantFactor preset in Blend (DX11.RenderState), to allow to use BlendFactor (DX11.RenderState) more easily.
  • All Create Body nodes now have custom string input (which was missing from previous version)
  • IsYoungerThan (Bullet Rigid.Filter) new node
  • Add AlphaOperation (DX11.RenderState) : Allows to control how the alpha channel is written in the texture (independently of color blending).
  • Add S+H (DX11.Texture 2d) , Same as standard S+H nodes, copies a resource if the set pin is on, blocks evaluation and render otherwise (also optimize resource flags/usage behind the scenes).
  • Add S+H (DX11.Texture 3d) , for 3d textures
  • Add S+H (DX11.Buffer Structured) , for structured buffers

Download here:
directx11-nodes

vux, Saturday, Feb 17th 2018 Digg | Tweet | Delicious 2 comments  

I am from Germany

guest, Thursday, Feb 15th 2018 Digg | Tweet | Delicious 0 comments  

anonymous user login

Shoutbox

~19h ago

joreg: @eglod: if not, we're doing something wrong... but did you check any of the other timeline options? animation

~19h ago

andresc4: Sometimes people finalize a project and can donate a good amount that month, but nobody knows what will happen on the next one :D

~19h ago

andresc4: @vux as @eno say, I think a 1 time payment of any given value its a good option also

~20h ago

ggml: where id the vl search algorythm implementation discussion?

~21h ago

eglod: @ catweasel, o.k. may be, I have to learn vl. Thank You catweasel! Is this possible with 84 years, what think You?

~22h ago

catweasel: I guess part of the issue, is payment is $ which means transaction fees on every payement will add up!

~1d ago

u7angel: @eno, it is a hassle for us too but its worth it i think.

~1d ago

eno: @vux @u7angel, of course, but an annual fee would be much more convenient for the accounting.

~1d ago

u7angel: @eno, the idea is to generate a steady income to motivate continious development.