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Symbiosis: VL handling the heavy load for VVVV

this is a big one!

in the works for more than half a year, it is finally out: beta36 comes with a lot of new stuff for both vvvv and vl. many thanks to everyone who helped us tweak the release by reporting problems with the release candidates. but now please have a look at the following list of highlights of this release:



for many more details, please consult the changelog as linked to below.

so where are we at? with the nobrainer access to .NET libraries now at hand the question "can vvvv/vl do X?" has just become even less relevant. chances are that if you have a .NET library that you want to use in vvvv/vl you can just do so. extending the node libraries of vvvv and vl is therefore now much easier than it has ever been since in many cases not even c# has to be written anymore.

also with the added possibility to create DX11 buffers and images/textures in vl, dx11-heavy projects can gain a lot of performance by doing their CPU heavy parts in vl, possibly using the new AsyncLoop and AsyncTask regions to finally use the power of all your CPUs cores without the need to run multiple instances of vvvv.

consider this release the foundation of all the good things to come. it is now on you to make use of all these new possibilities. we're looking forward to your questions and contributions and to showing you the other things up our sleeves..


joreg, Tuesday, Mar 20th 2018 Digg | Tweet | Delicious 5 comments  

a single change this time by woei:

joreg, Tuesday, Mar 20th 2018 Digg | Tweet | Delicious 0 comments  

Dear patchers worldwide,

we're planning to take the vvvv academy on tour this summer. There will be another course in Berlin in July and we'd like to also take it to 2 more cities in europe or beyond.

The course ideally runs like this:
• wednesday, thursday, friday plus monday, tuesday wednesday of the next week
• 2x3 hours a day
• with ~6 participants
• I'll be coming to run the course and could need a local assistent

So here is our question:
• Do you have an office space (~30sqm room with power, internet, projector) that you could offer for a week?
• In the time between end of July to end of September?
• Can you help us activate your local community so we get ~6 people signing up for a course that will cost 800€?

What's in it for you?
• To be discussed, but for one thing you'll meet a crowd of motivated people who could potentially be interested to work with you in the future.

Please let us know your thoughts and questions. If you're interested please get in touch via dominik@vvvv.academy

dominikKoller, Monday, Mar 19th 2018 Digg | Tweet | Delicious 1 comments  

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:



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


vvvv (beta36_rc15)
addons (beta36_rc15)
vvvv (beta36_rc15)
addons (beta36_rc15)
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, Saturday, Mar 17th 2018 Digg | Tweet | Delicious 2 comments  

Who maarja, tobyk
When Tue, May 1st 2018 - 10:00 until Fri, May 4th 2018 - 20:00
Where Pistoriho palác, Štefánikova 834/25, Bratislava, Slovakia

CCL is an internationally traveling format offering digital media ‘code savvy’ artists the opportunity to translate aspects of choreography and dance into digital form and apply choreographic thinking to their own practice. In a one week interdisciplinary peer-to-peer setting, the participants work on their own projects, share knowledge, find new collaboration partners, discuss ideas and challenges. Previous CCLs have been joined by digital artists, musicians, architects, physicists and dancers, all bringing along a variety of emerging new media tools and setups that can be experimented with and explored for new artistic ideas. Results from the week might range from prototypes for artworks to new plug-ins for working with dance related datasets (www.choreographiccoding.org). CCLs finally seek to initiate a sustainable collaborative practice among its participants encouraging ongoing exchange in an artistic research community of individuals.

Limited number of participants. Submissions deadline is 23th of March.

Workshop is free of charge thanks to the support of the Goethe-Institut Bratislava.

maarja, Wednesday, Mar 14th 2018 Digg | Tweet | Delicious 0 comments  

Who fibo
When Fri, Mar 16th 2018 - 14:00 until Sun, Mar 18th 2018 - 02:30
Where Ri-make, Via Artesani 47, Milan, Italy

rimake flyer

We are happy to be hosted by Ri-Make, that is a sort of squat in a dismissed bank, for few installations and a free vvvv workshop!

The workshop will be on saturday 17th March 2018, in the afternoon. In the last Patcher Kucha I organized I knew many people from Brera Accademy in Milan and noticed and increased interest in vvvv.

Thanks also to fusomario who is spreading the vvvvord really hard, there will be few vvvv installations hosted.

My installation is related to mathematics, of course, and let user interact with music generated by prime numbers and tells the user their history while a bitcoin data graph in real time is showed... in some way they are related.

On the other hand fusomario will present two installations (of course using vvvv, otherwise italian mafia gang is disappointed): one is hard to believe at first, there is some vegetable connected with an arduino to get its feelings into an IObox. I saw with my eyes and it is true: the vegetable responds to stimuli (light, sounds and caresses) , connects with people, and manifests its feelings.

I have heard other people from Brera will show other installations using vvvv.

Come to vvvvisit us!

fibo, Tuesday, Mar 13th 2018 Digg | Tweet | Delicious 0 comments  

previously on vvvv: vvvvhat happened in Jannuary 2018


have we mentioned beta36 yet? it is still a release candidate and about to be released soon. quasi. so please take this last chance and make sure your latest projects will work with it when it will be released, by getting the latest candidate and testing them against it. in the unlikely event that you have something bugging you, prettyplease let us know. in the comments, in the forum or in the chat. thanks.

in case you've missed the february news from the devvvv room, please catch up here. both of these can be tested in the candidate already:

and meanwhile we're already working on a branch towards b36.1 scheduled for in about 2 months after b36 release. it will mostly focus on a cleanup of all vl libraries and finally opensourcing them so we can start accepting contributions.


looking or a job? there are currently two offers: one by grosse8 in cologne and another by intermediate engineering in hamburg.

and in general this place seems to have some related listings: das auge


two new ones

plus a work in progress

and a teaser

and quite a couple of updates
the DX11 pack by vux comes with fixes and new features and its further development can now be supported: if you're using the pack you should definitely consider becoming a patreon!


Sincronización Láser con proyección by colorsound

that was it for february. anything to add? please do so in the comments!

joreg, Friday, Mar 2nd 2018 Digg | Tweet | Delicious 1 comments  

Who David Gann, schnellebuntebilder
When Sat, Apr 28th 2018 - 12:00 until Sat, Apr 28th 2018 - 18:00
Where schnellebuntebilder, Rudolfstr. 11, Berlin, Germany


''VVVV.js features many essential JavaScript and WebGL programming methods packed in a set of over 300 nodes. The browser-based patch editor enables you to get started right now on any platform and it is possible to quickly deploy your application to web and mobile.
Recently VVVV.js received a huge update which implements advanced rendering techniques like physical based rendering, instancing and depth-buffer based post effects.

To jump right into action follow this link:https://tekcor.github.io/vvvv.js-examples/
There is also a very detailed overview in written form here:http://000.graphics/tutorial/02_VVVV.js_Introduction.html
or watch the video:

Workshop Content

In detail we will look at the following topics:

• Physical Based Rendering
• glTF Import and three.js model loading
• Instancing Engine
• Deferred Effects
• Collision Detection
• Terrain Rendering
• Multi-Texturing
• Particles
• Derivative Maps (Tangent free Normal and Parallax Occlusion Mapping)
• Shader and Node Development for VVVV.js

Booking and Fees

Reserve your workshop seat now via mailto:vvvvorkshop@schnellebuntebilder.de

There will be a fee of 50,00 € per attendee (recerving room + support for lecturer).
If you consider yourself a professional or your company sends you here, we use T.R.U.S.T to encourage you to pay a professional fee, which is 200,00 €.

Become a Patreon

If you can`t make it to berlin but want to learn it,
consider joining my online course or receive direct mentoring by becomming a Patreon. Your support will accelerate the development of this amazing framework.

tekcor, Friday, Mar 2nd 2018 Digg | Tweet | Delicious 0 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).


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:

vux, Saturday, Feb 17th 2018 Digg | Tweet | Delicious 6 comments  

Who maarja, id144, nissidis
When Tue, Feb 13th 2018 - 20:00 until Tue, Feb 13th 2018 - 21:00
Where Prague, Františka Křížka 36, 170 00 Prague, Czech Republic

Everywhen is dark, depressive and captivating contemplation on the recurrence in history. Everywhen orbits around two sides of life - the personal and the political. An often caring, gentle and well-meaning personal life is contrasted here with the reality of the social individual, who can often be sinister, vengeful and hateful. But how can we be critical to our own world views when they are created by those closest to us?

Trailer https://vimeo.com/249193177

Visuals, concept: Mária Júdová
Dance, concept: Soňa Ferienčíková
Music, concept: Alexandra Timpau
Lights: Ints Plavnieks
Technical support: Andrej Boleslavský, Constantine Nisidis
Produced by: BOD.Y – Zuzana Hájková
Supported using public funding by Slovak Arts Council

maarja, Tuesday, Feb 13th 2018 Digg | Tweet | Delicious 0 comments  

anonymous user login


~9h ago

matka: Massive thanks to developers for the latest release.

~19h ago

joreg: in case you missed the news so far: vvvv 50beta36 is out now: vvvv50beta36 #vvvv

~1d ago

stulloyd: 19/announcing-microsoft-directx-raytracing/

~3d ago

colorsound: @nsynk team. I sent you email about the optitrack at the store. Did you receive it? Thanks.

~3d ago

dominikKoller: vvvv Academy is going on Tour - and looking for partners to host a course! vvvv-academy-on-tour

~6d ago

joreg: another release candidate is out for the weekend: beta36-release-candidate #vvvv please test and report!

~7d ago

microdee: I realized that I will just do those updates on separate branches, Still stay tuned...