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Just in time for the upcoming amazing Node 17, here is the latest DirectX11 release.

This gets a little bump to version 1.1, and as usual there's a semi decent changelog.

So what's new? (Please read before to click on the download link ;)

Let's first give a little space for the two big tickets (which deserve a little bigger spot than a mini bullet list)

First one, every node except Kinect 2 (and experimental) have a help patch, since last release you now have more than 100 extra help patches. So pressing F1 will now bring you in some land with an example or at least explanation for the most advanced nodes.

Second one, Bullet has been reworked and got some big redesign. There's been a large emphasis into making the set easier to use and of course many new nodes (Creation done by body type, more nodes to define properties, filter API, constraints, vehicle...)
Please note that for this release soft bodies are left out, they will be back (in force) in next version.

And of course, some usual new features/fixes:

  • All components are in various subfolders, to make it easier to search, pick and mix.
  • Kinect 2 nodes were missing a few dependencies, which are now part of build.
  • Renderer (DX11) has option to disable default shortcuts when focused.
  • Renderer (DX11.Volume)was throwing an error on delete/exit if it was never used
  • Anisotropic sampler node clamps value from 0->16 (otherwise creation would fail)
  • Multi slice validator was broken, now it's working again.
  • Unzip text style was using a wrong type
  • Text layout nodes set a ui minimum value for maxwidth/mxheight, and enforce a >= 0 to avoid invalid argument error
  • Line Strip now has adjacency option (to build line adj instead)
  • New node : GetSpread (DX11.Layer Order): allows to get spread on a layer, this is much faster than using a validator counterpart.
  • Bezier patch helpers on non uniform control points were displaying incorrectly.
  • PixelBillBoard and ViewportBillBoard (DX11.Layer) are now spreadable
  • SetSlice (TextureArray) now outputs individual slices as well as single TextureArray
  • Text library is replaced by a pure c# counterpart, which avoids to require any of the visual c++ toolchains to build the pack (and the correct visual studio version that goes with it)
  • FromSharedTexture disposes old handle properly, and handles Nil input properly if it occurs
  • Info (DX11.Texture2D) has a pin with creation time (debug timestamp provided by the driver)
  • New node : ViewportRouter (DX11.Layer) Some group that sends layer on a per viewport basis
  • Image shader size defaults are hidden and not collapsed now, since they are frequently used for sources
  • Text nodes support validators (except frustum test)
  • Renderer (DX11.StreamOut) was not releasing buffer properly.
  • Renderer (DX11.StreamOut Advanced) new node.
  • AsTexture (DX11.Texture 2d Raw) Create texture from a stream (use data as it is, and user needs to provide format/size/stride). Also allows to read from specific location in the stream.
  • Fix memory leak on text (DX11.Geometry)

Download here:
directx11-nodes

vux, Sunday, Jun 25th 2017 Digg | Tweet | Delicious 0 comments  

A few more glitches came up right after the last release, so here we go again, welcome beta35.8!

The most important fix is that the code completion in the C# editor works again (thanks @vux for reporting). It was kinda broken since beta35. All the other fixes target mainly VL (thanks @björn).

See you at NODE!

yours,
devvvvs

Elias, Sunday, Jun 25th 2017 Digg | Tweet | Delicious 0 comments  

No changes to the previous version. Just a fresh download.

Elias, Sunday, Jun 25th 2017 Digg | Tweet | Delicious 0 comments  

Just right in time one week before NODE17 we proudly present the latest vvvv release - the beta35.7!

This release primarily focuses on bug fixes and workflow glitches so that the patching experience during workshops at NODE is as smooth as possible.

VVVV

  • All editors from the editing framework have a Gizmo manipulator.
  • Less drawing glitches on high DPI displays.
  • Links can finally turn red when the source and sink types don't match anymore. Should you come across them in your existing patches this simply means that you see a potential problem in your patch the UI didn't show you before.
  • Enums saw quite a few improvements, from a simpler internal encoding to no more red spread operation nodes. Also the S/R performance should be back up to normal.

VL

  • The Gray Book was heavily updated. You might find quite a few gems hidden there you didn't know about yet.
  • One can now search inside a patch like in any text editor by pressing CTRL+F and across all the VL documents by pressing CTRL+SHIFT+F
  • The new Solution Explorer allows you to quickly navigate and get an overview of all the documents, their node definitions and dependencies between them. Open it by pressing CTRL+J.
  • The user interaction was unified so a double click will always bring up the node browser now. For that reason a few keyboard shortcuts had to be changed, so to create pins, pads or IO boxes quickly one needs to press CTRL, SHIFT or ALT while clicking. To force connections or drag nodes out of regions one needs to press SPACE. For a complete overview of VL's shortcuts go here.
  • Links will now snap to pins
  • The default patch type "Patch" is now called "Process" and all patch types are now supported as vvvv nodes.

Have fun patching and see you at NODE

yours,
devvvvs

PS: If you haven't seen it yet, checkout the first VL contribution CraftLie which allows you to draw inside VL using the famous DX11 rendering engine.

PPS: It came to our attention that a few VL girlpower patches are broken (_Basics/AsyncInput, _Basics/ParticleSystem, 2D/Spray, Games/Asteroids and Games/Tetris). A hotfix can be found here.

Elias, Tuesday, Jun 20th 2017 Digg | Tweet | Delicious 1 comments  

No changes to the previous version here. Just fresh bits.

Elias, Tuesday, Jun 20th 2017 Digg | Tweet | Delicious 0 comments  

My dear vvvv users,

we've scheduled beta 35.7 for release at the end of the week. To make it as polished as possible here comes a release candidate for you to tamper with. Download it, try it and report any findings in our forums.

Also note that this release will be the last one before NODE17. So workshop hosts especially should have a look at it whether or not everything they need is in there and working.

The noteworthy changes are

VVVV

  • All Editors from the editing framework have a Gizmo manipulator.
  • Links will be drawn red when the pins don't match anymore. Invalid links are stored in patches so that they can be reestablished when they match again. This should be helpful for dynamic plugin and VL development.
  • More love for enums: enum spread shuffling nodes finally behave as wanted, GetSlice added, simplified internal encoding. s/r nodes performance restored

VL

  • You can search inside patches (Ctrl+F) or across all the currently opened VL documents (Ctrl+Shift+F)
  • The whole document structure can be browsed with the new solution explorer (Ctrl+J)
  • The default patch type "Patch" is now called "Process" and all patches types in the category VVVV are now picked up as nodes inside vvvv (previously only "Class" used to work)
  • Unified user interaction - double click always opens node browser, right click always opens context menu
  • Links will now snap to pins

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

Download

64-bit
vvvv (35.7_rc5)
addons (35.7_rc5)
32-bit
vvvv (35.7_rc5)
addons (35.7_rc5)

This release is intended to be the last one of the beta 35 series. We changed plans a bit and deliberately kept the rather big internal feature branch (which allows you to drag'n drop .NET assemblies onto the patch) out of this release as it will need a longer testing period in the alpha build channels.

Elias, Saturday, Jun 17th 2017 Digg | Tweet | Delicious 9 comments  

Helo evvvveryone,

are you new to vvvv and want to really divvvve into it? Or you know someone who needs a beginners treatment? We got you covvvvered:

From June 26 to July 2nd in Frankfurt/Germany we're offering a week long concentrated learning atmosphere with 50 workshops around vvvv as part of the NODE17 Forum for Digital Arts. Here is our recommendation for beginners:

Take either one of the 2 day workshops:

Or the half day taster course:

Or if you already have some programming experience choose:

Then join the:

Get your ticket and then see you there, horray!

joreg, Tuesday, Jun 13th 2017 Digg | Tweet | Delicious 0 comments  

previously on vvvv: vvvvhat happened in April 2017


NODE17

so node, obviously, coming up in just a few weeks, here is what you need to know:

CreativeApplications did a thorough writeup of what to expect.
and if you've missed NODE15, watch this as inspiration.

vvvv/vl

sorry for not blogging more about the recent changes to vvvv/vl which are already live in alpha builds but a new release is imminent and we'll cover things then. one thing though you shouldn't miss is:

and there is a new way to get in touch with us and many of you are already using it:

Contributions

we've received three new contributions in may:

Teaser

quite a few teasers..hope to see those released soon:

Gallery

and a lot of fresh projects realized with vvvv:

Archive Dreaming by Refik Anadol Studio
in collaboration with Google’s Artists and Machine Intelligence program

Anything to add? Please do so in the comments.
Gut Patch!

joreg, Sunday, Jun 4th 2017 Digg | Tweet | Delicious 4 comments  

dear visitors of NODE17,

we've finally opened workshop-booking for you! cheesus, sorry for the delay but you know how it goes, sometimes things go unexpected ways...

anyway now here you go:

if you've already bought a ticket you got an email with instructions already. here is just to back up:

you have two ways to browse the schedule, both show the same info, choose whichever way you prefer:

and here are two ways to get an overview of all workshops. again, same info, just different views:

in case you encounter any problems while booking please contact the team via ping@node-forum.org

next stop: see you there!

joreg, Saturday, Jun 3rd 2017 Digg | Tweet | Delicious 2 comments  
Voilà - the NODE17 workshop schedule.
(Click to enlarge or download below)

Please Excuse,

the late delivery but here you go: The schedule of workshops for this years NODE is finally done. Last time I counted we had 49 workshops hosted by 67 of you in 5 days. And we couldn't have realized this if we hadn't had massive support by you, the hosts, some of whom offered to pay their own travels and some helping out with hardware-sponsoring. It is an honour to be embedded in such a supportive community where we see that people on all ends are working together to make NODE17 a great time for everyone.

Now the challenge is on you to pick your workshops for the week. Without claim of completeness here are some suggested routes you could take:

The vvvv Beginner

If you're basically new to vvvv you best choose one of the 3 beginner workshops that start on monday. Two of them (german and english) go for 2 days straight, whereas the vvvv for Programmers takes a bit faster route and only goes on monday. Then you'd go to 3D Basics & Building Interaction on wednesday, take the Transformations or DX11 Introduction on thursday and finish off the week on saturday with either fullday Cutting and Folding Paper or first choose between VideoFX & Compositing and vvvv.js and then have some Projection Mapping.

The Casual Patcher

Assuming you're already familiar with vvvv and don't need a beginners treatment anymore then you'd start monday with the Box 2D workshop. Tuesday you choose between DX11 Shaders Upper-Intermediate, VAudio, Bullet Physics and Structured Programs. Wednesday is planned for you to invest more time in one particular topic. Choose any of the full-day workshops that sounds most appealing to you. Thursday I'd suggest VVVV-Message, Triangle, TetGen, Dope, DX11 Rendering or the OpenVR Introduction. And saturday just don't miss AutomataUI and that should do.

The VL Futurist

If you're mostly interested in the future of visual programming we've spread out vl workshops all over the week for you. Take the VL for vvvv users introduction on either monday or thursday, dig deeper with VL Concepts and Patterns I and/or II on monday and/or thursday, learn how to develop nodes for VL on tuesday and realize a whole VL Project on wednesday. That should really get you started.

The Graphic Aficionado

If you're coming to learn all about dx11 your route is easy. Have a look at the MARGARET column where you see you can basically camp in that room. Only on tuesday you have an overlap with the Upper-Intermediate shader workshop and on thursday you have an overlap with the Forward+ workshop. Other than those two slots you should not need to worry about missing anything.

The Maker

The path for makers and tinkerers starts on tuesday with Internet Of Things followed by Silly Machines, goes on wednesday with DMX Programming, thursday with Why Firmata? and climaxes saturday with either or a full day of Cutting and Folding Paper, 3d Printing Introduction, 3d Printing Ceramics and 3d Printing Instance Noodles or Hacking Sex.

What a week...

Now:

Looking forward to seeing you all there!

joreg, Wednesday, May 31st 2017 Digg | Tweet | Delicious 0 comments  

anonymous user login

Shoutbox

~3h ago

Elias: new #vvvv and #vl release: vvvv50beta35.8

~7h ago

dominikKoller: Is there a reason the old Arduino nodes are still not set to Legacy?

~15h ago

dawoof: has anyone used a LEDMX4 pro?

~2d ago

yar: I heard you like raymarching. https://vimeo.com/222084800

~2d ago

tonfilm: very nice @mburk!!! so here is the next task if you have nothing else to do: https://github.com/tebjan/CraftLie/issues/7

~2d ago

sebescudie: such wow! thanks!

~2d ago

mburk: SuperPhong -> SuperPhysical superphysical

~3d ago

tonfilm: also don't forget our #vvvv chat room on #matrix, lot's of people already there: chat-vvvv-on-matrix.org

~3d ago

vasilis: Cool!

~3d ago

metrowave: Nice new layout!