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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  

I am from HexGrid

guest, Thursday, May 24th 2018 Digg | Tweet | Delicious 0 comments  

I am from China

guest, Thursday, May 24th 2018 Digg | Tweet | Delicious 0 comments  

I am from China

guest, Thursday, May 24th 2018 Digg | Tweet | Delicious 0 comments  

I am from China

guest, Thursday, May 24th 2018 Digg | Tweet | Delicious 0 comments  

I am from China

guest, Thursday, May 24th 2018 Digg | Tweet | Delicious 0 comments  

I am from China

guest, Thursday, May 24th 2018 Digg | Tweet | Delicious 0 comments  

I am from China

guest, Wednesday, May 23rd 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.

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 0 comments  

anonymous user login

Shoutbox

~2d ago

guest: @Synth: Check this http://www.magewell.com/

~2d ago

synth: Multichannel Datapath cards with vvvv anyone? Looking for opinions if they work stable.

~2d ago

joreg: still unsure? call for #vvvv LINK Summer Camp extended: link-summer-camp-call-extended

~2d ago

tmp: @KT100_: please create a new topic in forum and provide a patch. should be easier to help there than spamming the shoutbox :)

~2d ago

KT100_: @sebescudie thx 4 reply, but the vertex count isn't right when I connect GeometryFile to it. Or should I use another node with it?

~3d ago

sebescudie: @KT100_ : check out GetVertexData from InstanceNoodle

~3d ago

KT100_: Hey guys. Any ideas how to emit particles from custom geometry? Working in DX11.I've tried GeometryFile and it's not working.

~3d ago

joreg: @Tamoeba odd if so. so you don't have an LFO or MonoFlop node