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General Status

As you know, efforts have been going for the last year and a half into bringing a computer vision nodeset to VL.

The goal was to incorporate as many of the features covered by the world renowned ImagePack; contributed by Elliot Woods some years ago; while bringing in as many new features and improvements as we could.

In the winter of 2018, after setting a roadmap and having patched a decent initial nodeset, we happily announced the pre-release version of VL.OpenCV.

Since then, listening to your needs and constant feedback, we have tried to polish every corner, fix every bug, document every odd scenario, add plenty of demos and specially we tried to give you a clean, consistent and easy to use nodeset.

At this point in time, we are happy to announce that the goal has been nearly met. Most of the features available in the ImagePack made it into VL.OpenCV with the exception of Structured Light, Feature Detection, StereoCalibrate and some of the Contour detection functionality. At the same time, newer features such as YOLO, Aruco marker detection and others have been brought in for you to play with.

So what's next? Even better documentation and loads of examples!

In the mean time, here is a summary of the new things that have been brought into the package in the last couple of months:

CvImage

The new CvImage wrapper around OpenCV's Mat type allows for some optimizations, specially when dealing with non-changing images.

CvImage allows nodes to run only once when the image has changed, significantly reducing CPU usage

Cache Region lovvvves CvImage!

Since it is now possible to detect if an image has changed, CvImage is a perfect candidate to benefit from Cache regions.

Cache Region

Cache regions can now make proper usage of image inputs and outputs

Keep in mind that Cache regions have already been added to most VL.OpenCV nodes. When in doubt just open the node and have a look inside.

Renderer

The Renderer was re-built from the ground up to improve usability and to fix bugs and issues. Title, Render Mode and Show Info features were added. Renderer also remembers its bounds on document reload.

Renderer

New Renderer implementation introduces Title, Renderer Mode and Show Info pins

Histograms

Histogram analysis has been added to VL.OpenCV. A useful tool in many scenarios.

Hitograms

Histograms allow you to analyze pixel value tendencies per channel

Homography

Homography and reverse homography are now available in VL.OpenCV.

Homography

Homography (vvvv used only for point IOBox)

Stereo Matchers

Two new Stereo Matchers were added, these allow you to create a depth map from a set of stereo images. For more see the StereoDepth demo patch in VL.OpenCV.

Stereo Matcher

Depth map obtained from a pair of stereo images

Serialization

Serialization support was added for CvImage and Mat types, allowing you to use CvImage as part of more complex data structures which get serialized with no effort. This can be a heavy operation so make sure to trigger it when needed only.

For a hands on demonstration check out the Serialization VL demo that ships with VL.OpenCV.

Breaking Changes

As part of this final effort to clean everything even further and make the nodeset consistent and properly organized, we needed to rename and move a few things around which as you can imagine means the introduction of breaking changes. We understand this is an annoying thing to cope with, but this was basically the reason why we chose to keep this pack in a pre-release state until we felt confident with its structure and approach.

In summary yes, you will get red nodes when you upgrade your VL.OpenCV projects to the latest version, but in most cases it should be as easy as to double-click and find the node in its new category.

An exception to this are the nodes that got renamed, which we list below:

  • Reader (Intrinsics) -> IntrinsicsReader
  • Reader (View Projection) -> ViewProjectionReader
  • Writer (Intrinsics) -> IntrinsicsWriter
  • Writer (View Projection) -> ViewProjectionWriter
  • GetByteArray -> ToByteArray
  • GetValues -> ToValues
  • GetValues (Custom) -> ToValues (Custom)
  • FiducialTracker -> FiducialDetector
  • Update (FaceRecognizer) -> FaceRecognizerUpdate
  • VideoFile (Append) -> VideoWriter (Append)
  • VideoFile - VideoPlayer
  • Merge -> Join

Summarized Changelog

General

  • Introduced a new wrapper for Mat called CvImage
  • Cache region additions to improve performance on non-changing Images
  • ImageReader re-implementation
  • Renderer re-implementation
  • VideoIn re-implementation
  • Reintroduced "Supported Formats" output pin on VideoIn node
  • Upgraded to VL.Core 0.95.37
  • DirectX/OpenCV transformation documentation and cleanup
  • Added Blocking, Reactive and HoldLatestCopy versions of VideoIn node
  • Added Blocking and Reactive versions of ImageReader node
  • Reimplemented Extrinsics as a data type
  • Stabilized VideoFile Source node and moved from Experimental into Sources
  • Added Serialization support for Mat type
  • Added Serialization support for CvImage type

New in VL

Nodes

  • StereoBMMatcher
  • StereoSGBMMatcher
  • ToValues (Custom)
  • ToValues
  • GetChannel
  • Histogram
  • DrawHistogram
  • ToByteArray
  • Transform (Perspective)
Demos

  • DrawNodes
  • Homography
  • Histogram
  • Serialization
  • StereoSGBMMatcher

New in vvvv

Nodes

  • IntrinsicsToProjectionMatrix
  • ExtrinsicsToViewMatrix
Demos

  • Calibrate and Reproject
  • SolvePnP
  • StereoDepth

Remember that in order to use VL.OpenCV you first need to manually install it as explained here. Also, until we move away from pre-release you need to use the latest alpha builds.

We hope you find good use for this library in your computer vision projects and as always, please test and report.

ravazquez, Sunday, Mar 17th 2019 Digg | Tweet | Delicious 3 comments  

Up until now VL had a rather rudimentary support for pin groups. Only nodes following a certain pattern had the option to have a dynamic amount of input pins. For simple nodes like a plus or a multiply this worked out fine, but for others it either felt like a hack or it was simply impossible to use at all. A node having a dynamic amount of outputs was never supported at all.

Pin Groups by Index

This all changes now by introducing proper support for pin groups. So let's jump right into it and have a look at the definition of the very famous Cons node:

As we can see the pin inspektor is showing one new entry called "Pin Group". This flag has to be enabled obviously. Then we annotate the pin with type Spread. This creates pins with the name "Input", "Input 2", "Input 3" etc. on the node.

If we now look at an application of the Cons node we can already see a couple of nice new features:

  1. It's much faster. To build the input spread it can make use of a spread builder allocating the needed memory in one go, compared to the old Cons node which concatenated one spread after the other, leading to a total of 8 copies.
  2. The returned spread will stay the same as long as the inputs stay the same. This is done by keeping the generated spread for the input group in an internal field. When building up the new spread each slice will be compared to with the one from before. And only if one of those slices change a new spread will be allocated.

Pin groups are not limited to inputs, they also work for outputs which brings us to a new node called Decons - deconstructing a spread into its outputs:

Pin Groups by Name

Cons and Decons are examples of using a pin group as a Spread. But there is another variant where the group gets annotated as a Dictionary<string,*>. Instead of addressing the pins by index, they get addressed by their actual name. Let's have a look at two other new nodes again called Cons and Decons but residing in the Dictionary category:

Pins can get added as usual with Ctrl - +, but what's new is that those pins can be renamed in the inspektor UI giving us the ability to quickly build up dictionaries.
The patch of the Cons building up a dictionary compared to the one building up a spread only differs in the type annotation of the input pin.

Apart from Spread and Dictionary the system also supports pin groups of type Array, MutableArray and MutableDictionary. According Cons and Decons nodes can be found when enabling the Advanced view in the node browser.

Creating Pins from within a Patch

So far the pins of a pin group have always been created by the user interface of the patch editor. Things get really interesting though when creating them from within the patch itself:

Imagine the string being an expression of some sort generating inputs for each unbound variable. The possibilities are endless :)

The nodes needed to create and remove pins can be found in the VL category after adding a reference to VL.Lang - the patch from the gif above can be found in the help folder of the VL.CoreLib package.

More information on those nodes will be covered in an upcoming blog post. Until then you can try these new pin groups in our latest alpha downloads and happy patching,

yours,
devvvvs

Elias, Friday, Mar 15th 2019 Digg | Tweet | Delicious 0 comments  

previously on vvvv: vvvvhat happened in January 2019


say vvvvhat?

right when we have only one month left to the announced release of vvvv gamma, february cut us short of another 2 days...had we only known that.. so where are we?

we've finally added support for Regular Expressions to the nodelibrary of vl and finished one important step of UX improvement we describe in: Application vs. Definition.

also a lot of work happened in the VL.OpenCV library which we now consider to be in a pretty mature state and shall therefore release it as a proper (ie. non-prerelease) package soon.

but most importantly we've announced the pricing for vvvv gamma which has faced some criticism as you can read yourself in the comments. being aware that this would not be an easy topic, we consulted with a couple of longterm vvvv users, to get some outside views on our thinking before the announcement. from the public responses we now got, we understand that this was not enough. our attempt to keep the announcement simple and compact backfired with quite some missunderstandings of the terms that we presented. we appreciate your feedback. please add your thoughts and also feel free to contact us via mail if you don't feel like adding to the public discussion. every thought helps us clarify the discussion.

so, less than a month left till the announced release..we make very good progress but still this is going to be tough...

also last call to take part in the 2019 Survvvvey. we've reached more than 300 participants and will be closing it and releasing the results soon!

Contributions

quite a couple new things:

and one update:

Gallery

ENCHANTMENT. FIELDS by stain

and some more fine projects:


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

joreg, Wednesday, Mar 6th 2019 Digg | Tweet | Delicious 0 comments  

Since a while, VL comes with the idea that you can organize node and type definitions in your VL document.

Definitions
We have one "Wheel" definition, independent of how many we need in the end

But now, we want to give you back another, alternative way to look at things - an organization structure, which is more intuitive and also well known from vvvv beta: The application side of things...

Piaggio Ape simulation
See how one wheel instance is rotated and the others are not

And also, we did this in reaction to the feedback we got from Link festival:

You want to be able to navigate the running object graph, where it's about the instances of patches, not about their definitions. You want to be able to navigate into a running patch and see the values that flow in this instance, not in another instance of the same patch...

Also, typically you approach your project top-down and just add more details to it since this is the basic idea of rapid prototyping: patching a running system that you incrementally grow and modify.

So we took the chance to shift the focus a bit so that in VL you again get confronted with the application side of things first.

The Application Side of Things

This is what you know from vvvv beta: a patch can contain a sub-patch - you navigate into it and inspect the values flowing. You go outwards - to the caller - via "Ctrl-^". With the ^-Key we actually refer to a key at a certain position on the keyboard.

Ctrl-^
On your keyboard it may be labeled differently

In VL this now is just exactly the same. Navigating into a process node shows you the right values. Ctrl-^ brings you back to the caller. So you are basically navigating the living node tree of the application. In VL it's been hard to think in these terms, but now it's the default. We also made sure that this works when navigating between vvvv beta and embedded VL nodes.

Also, try to use the back and forth mouse buttons if you happen to have a 5-button mouse. Ctrl-MouseBack will bring you to the calling patch and Ctrl-MouseForth will travel back into where-ever you were coming from.

Every VL document comes with an Application patch, which will open by default. You can start patching right away. A bit as it is like in vvvv beta.

Patching top-down never has been easier. Creating an Ape simulation from scratch:

Caring about Applications first - creating the needed Definitions on the fly
Clicking Node will create a new process definition, name it and instantiate the node once

You can run many applications at the same time, e.g. several example patches in addition to your project app. The application menu lists all documents that actually make use of the application patch.

The Definition Side of Things

Definitions in vvvv beta basically correspond to the .v4p files, in VL you can have more of them per document.

Library developers or more advanced users will of course still want to organize types and nodes and approach them from the definition side. This is like saying "There is one idea of a wheel, but if you feel like you can instantiate three of them".

For an overview of the definitions, each document comes with a separate Definitions patch - basically what's been the document patch.

Here you see what happened during patching top-down: on the definition side, we now have two Processes.

Definitions
The Definitions patch gives you an overview of your document structure

That's where you would from now on also place your Classes, Records...

Navigation within the current document structure works with Ctrl-Shift-^, Ctrl-Shift-MouseBack, Ctrl-Shift-MouseForth.

When navigating into a patch like that you will see some instance of the patch or maybe none, if none is instantiated or currently running. In this case, you will not be able to see any values.

If the patch is not yet inspecting a particular instance it will wait for the moment an instance gets executed and then attach to this particular instance.

Some more minor cleanup

We took the chance to clean up some bits in the node browser and the patch explorer as well.
The application patch e.g. now doesn't offer confusing options, but basically only shows the properties stemming from pads, the Process Node Definition now is called that way (was "Order"), Process Nodes in the node browser look a bit like process nodes in the patch, choices like "Input", "Node" appear at the top of the list of choices in the node browser...

Note: We had to change the document structure! Patches saved with the latest alpha and come with an application may open in beta, but you will not be able to see nor execute the application patch.

That should be it for now!
Thanks, yours devvvs

gregsn, Wednesday, Mar 6th 2019 Digg | Tweet | Delicious 6 comments  

helo everyone,

here is to talk about numbers once again.

We recently introduced you to vvvv gamma and what it will initially be about, but also what you can expect from it in the future. Now is the time to inform you about the licensing options we have planned for it.

Trust me, when I tell you that this is the most rewritten blog-post we ever published. Creating a suitable licensing model seems far more complex than creating the software itself. So initially this resulted in rather complex models that we were only able to boil down to the below by talking to some long-term commercial users and incorporating their (sometimes contradicting) feedback. So, many thanks to those who listened and engaged in a discussion with us!

Continuing the T.R.U.S.T model

Foremost it is important for us to keep our (pattern pending) T.R.U.S.T model, which means:

  • No copy-protection
  • No feature limitations
  • No mandatory registration
  • We trust you to declare your commercial use of vvvv correctly.

That's the world we want to live in. We don't believe in any form of copy-protection or artificial feature limitations that usually only restrict honest users. Others will always find a way around such restrictions and thus not be bothered anyway. We're all grown-ups here. If vvvv helps you make a living, then help us make a living by providing vvvv for you. How simple is that?!

Education must be free

Same as above, this is what we believe in. In the end everything always comes down to education and equal access to it. We don't want to be responsible for anyone to not have the pleasure of learning vvvv.

There are commercial educational institutions that could make us a lot of money indeed. But also we're smart businessmen and know how to cash in on the free drugs we hand out now, later.

Further it is in the interest of any professional user of vvvv to quasi support the free educational use as this keeps the flow of new talents steady. WinWinWin.

Gamma over beta

So why not simply keep the existing licensing model? Indeed, to make this clear: The licensing for vvvv beta will not change! As long as you're not interested in vvvv gamma, everything stays the same for you (but you're missing out! Just sayin...).

But then, regarding vvvv gamma, there are a couple of reasons to adapt the licensing model:

  • The existing model is simple to explain, but just does not fit well to different use-cases. We've heard of people not using vvvv for certain smaller tasks because they didn't justify a whole license
  • With its possibility to export executables, vvvv gamma becomes a different type of product. It allows you to distribute and run your projects as self-contained programs without the need to install and run vvvv on every machine. Like this, vvvv becomes closer to more traditional development environments where it makes sense to charge per developer seat rather than per executable that was created with it
  • By still offering the edit-while-running workflow, vvvv gamma at the same time stays the same product and needs to keep existing licensing options
  • Too often we heard the phrase "I told the client to buy the license" as an excuse and even partly as a complaint that it would be our fault that we don't have means (dongle, ...) for the client to understand they need a license. But this was never our intention. We're doing business with you, not your clients!

So bottom line up front: vvvv gamma is more and therefore requires a more defined licensing model.

Types of vvvv gamma licenses

Having said all this, we want you to declare your use of vvvv gamma using the following licenses:

In other words: the idea is that every commercial devvvveloper will have an Editor Plus license and that is it. With it you can work on and export as many projects as you please. For cases where you want to run the vvvv development environment also on a device in, say an exhibition, to use the advantage that you can e.g. remotely maintain the program while it is running, you need additional Editor licenses for each device. This is comparable to how you'd buy a full license for each PC running vvvv beta so far. Obviously you can still use your developer seat license also in an installation/show, as long as you're running only one instance of vvvv and don't need the license to work on another project at the same time.

If you're not working on projects that will be deployed as executables, then you can stick to the Editor license also during development.

And finally, the Product license, which is similar to the vvvv beta OEM license. Only now it is in addition to the Editor Plus license every developer needs who is working on a product.

Pricing per size of wallet

Another thing we wanted to improve over the beta licensing model is the fact that we understand that vvvv is used in quite diverse financially potent scenarios. To accommodate for all of those on an individual basis is not really feasible. But at least we thought, we can add an option on either end of the default "professional" user.

Glossary

Payment options in detail

Different use-cases also demand different payment options. Here is what we have planned:

Perpetual

  • Buy once, use forever
  • Includes one year of updates
  • Can be converted into a subscription within the first year

Subscriptions

  • With a subscription you are always eligible for using the latest available version.
  • With a yearly subscription your are saving 30% from the second year on.
  • Automatic renewal of subscriptions at the end of the period can be canceled at any time.
  • When canceling a yearly subscription you can keep using the last version that was available within your subscription period.
  • When canceling a monthly subscription and you have had that subscription for at least 12 months, you can keep using the last version that was available within your subscription period.
  • A subscription that was canceled cannot be continued/updated at a later point. A new subscription will have to be started instead.

One Off

  • These are for using the vvvv development environment in projects temporarily
  • Includes updates available within the covered months but must not be used after the covered months have passed.

Conclusion

Accommodating the various requirements of all types of users and use-cases is a tricky task. This paired with trying not to completely disregard the pricing politics of "the competition" but also adding our own ideas and still balancing an economically viable solution didn't make it any easier. We still hope that we found a way that can be sustainable for all of us.

We are aware that the above may leave some questions open and we are ready to further refine the fine print and add examples to make it easier for everyone to declare their licenses. Please help us do so by asking your questions in the comments below, so we can understand where we need to get more specific.

joreg, Wednesday, Feb 20th 2019 Digg | Tweet | Delicious 29 comments  

Finally,

we have regular expressions in vl. What the? Here is the gist:

Regular expressions provide a powerful, flexible, and efficient method for processing text. The extensive pattern-matching notation of regular expressions enables you to quickly parse large amounts of text to find specific character patterns; to validate text to ensure that it matches a predefined pattern (such as an email address); to extract, edit, replace, or delete text substrings.

via docs.microsoft

vvvv beta comes with the RegExpr (String) which is quite handy but doesn't cover all cases. vux provides a RegExpr (String Replace) via the addonpack, which adds the "replace" case, but there is more. So let's see what we got in shop for vvvv gamma:

Pattern matching

The simplest case: Just figure out if a given string matches a given pattern:

Is the input a valid email address?

Replacing by pattern

Sometimes a simple replace by string is not enough. See this example where we're stripping a string of all occurences of html-tags, ie. replacing them with nothing.

Removing html tags from a string

Splitting by pattern

Sometimes a split by string is not enough. See this example where we're splitting a string by any multiple occurances of lowercase letters:

Splitting a string at a pattern

Finding occurences by pattern

Find all substrings that match a given pattern. Imagine a string that contains many dates written in the format "Month Day, Year" and you want to get all of those:

Extracting all occurences of dates in the input string

RegexOptions

The last pin on all of the above nodes is the Options enum pin. Since this enum allows multiple selections (ie. a bitwise combination of its member values), there is a RegexOptions node that allows you to set multiple of the options at the same time:

Choosing multiple regex options at the same time

And more

The above should cover most typical usecases. But regular expressions can do even more. Luckily with vl you're not restricted to what we decide to provide for you, but you have direct access to the full set of functionality .NET regular expressions offer. For example there are situations where you want to use the static operations that .NET provides instead of the process nodes shown above. If so, simply choose "Advanced" in the nodebrowser and, navigate to the "Regex" type and choose the static operations from there...

Static regex operations available among the advanced nodes

Available for testing in latest alphas now!

joreg, Wednesday, Feb 20th 2019 Digg | Tweet | Delicious 5 comments  

When Tue, Feb 26th 2019 - 19:30 until Tue, Feb 26th 2019 - 22:00
Where Spektrum, Bürknerstraße 12, 12047, Berlin, Germany

Season opening!

It is happening: vvvv berlin meetup #7

What's happening:
We'll have Mr. ravazquez tell us everything you were always afraid to ask about VL.OpenCV, the premium computervision library in development for vvvv. He'll show us a few things you can do with the library and we're hoping to get into a bit of a discussion as to what are your current and future requirements when it comes to computervvvvision. bring your wildest ideas...

As always, feel free to bring your project/notebook/questions or whatever you want to share with the community. We have space and time for spontaneous discussions and presentations!

There will be a bar serving us drinks. Thanks go to the fantastic team of Spektrum Berlin

If you feel like, please rsvp on our Getogether page!

joreg, Wednesday, Feb 20th 2019 Digg | Tweet | Delicious 1 comments  

previously on vvvv: vvvvhat happened in December 2018


here we go,

clickclickclick. 2018 is numbered and we're now heading towards the biggest release in vvvv history. as announced previously: vvvv gamma.

we're still on track regarding our roadmap and here is a little status report:

  • UI rework is well under way, looking smooth and shiny
  • spreadable IOBoxes are a thing, need refinements
  • editing patches is no longer blocking renderers
  • we simplified the document structure to have a better default workflow
  • tons of helppatches are in the works

none of these are in alphas yet, but if things go well, they should land soon.

  • and not part of the initial release, but work is also progressing on integrating xenko...

while you're waiting and haven't yet, please fill out the 2019 Survvvvey!

contributions

new stuff:

updated:

released as work in progress:

gallery

:

and three more:


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

joreg, Saturday, Feb 2nd 2019 Digg | Tweet | Delicious 10 comments  

welcome back to everyone's favorite number-show, 2018 edition. don't know where you're finding yourself? no worries, you can read up on all of it. par example you may wanna first read about the 2017 numbers before diving into the recap of this season with the soothing title:

"the calm before the storm"

webwise

as a loyal reader of this segment you rightfully ask: where is my table showing the access to vvvv.org per country? i'm afraid, in the wake of the great GDPR we couldn't be bothered to figure out how legal it was to still track you around with google-analytics, so we simply dropped it. means no such data for 2018. we're planning to install a more privacy friendly tool sometime this year. so there should be some such data again next year.

did you fall asleep yet? how about instead we offer you a peek at your favorite forum-search terms of this past year:

kinect, dx11, kinect2, particles, shader, line, integer value, leap, camera, arduino, multiscreen, spout, artnet, arduino rs, timeline, fbx, superphysical, dmx, unity, midi, boygroup, leap motion, fieldtrip, opencv, linux, video, box2d, hap, ndi, ggx, sli, osc, tuio, girlpower, pipet, tracking

note: terms are listed in order of frequency, where "kinect" is curiously about 3 times ahead of the follow-up "dx11". the rest is rather evenly distributed. i'm only a bit concerned about that "integer value"...

daily new forum topics between jannuary 1st and december 31st 2018

overall it seems 2018 was a rather stagnant year for vvvv.org as we can also see from the graph above depicting the number of new daily topics on the forum. nothing we'll be able to impress our investors with... but can you blame yourself? the same old website for over 10 years now. wish i could tell you about what's brewing, but i'm afraid, we've signed an NDA with ourselves...

downloads

2010 2011 2012 2013* 2014* 2015* 2016* 2017* 2018*
releases 4 3 5 5 5 4 1 4 8
core 45.700 32.100 36.000 45.000 42.500 38.000 29.300 32.600 61.700
addons 10.700 14.400 18.800 29.000 28.500 25.200 19.400 21.400 38.800

* x86 and x64 combined

don't be fooled by the spike: certainly the high download-counts can mostly be attributed to the fact that we also had the highest number of relases this year. but then if you take the ratio addons/core you'll see that the number of serious users (those with addons) keeps slightly decreasing...

licenses

boom. and still. despite the rather modest numbers shown above, arguably one of the more important numbers went up again. 2018 brought us the 3rd best result in terms of licenses and dongles sold. so let's see who contributed to this:

2011 2012 2013 2014 2015 2016 2017 2018
countries 19 18 17 17 21 19 22 19
companies 52 61 69 81 102 90 80 77

ahm..not so good. the number of individual commercial users is still going down, even though those who're using vvvv are apparently getting more productive with it. team marketing, your turn!

looking more closely we can totally infer global economic trends from the listing of "licenses sold per country": for the first time in recorded history the UK is brexiting from spot 2, overtaken by russia who made a surprise jump with its by far highest percentage to date. also big up austria for their best share so far. and both first time showing in the ranks: china and italy. anything to learn from that?

2012 2013 2014 2015 2016 2017 2018
germany 65% germany 55% germany 48% germany 55% germany 68% germany 63% germany 61%
uk 10% uk 25% uk 14% uk 15% uk 13.6% uk 11% russia 8.8%
switzerland 8% austria 3% switzerland 6% switzerland 6% russia 5.3% us 6.5% uk 8.2%
russia 5% japan 2.8% japan 5.6% us 3.5% austria 3.8% switzerland 4.6% austria 4.7%
austria 3% russia 2.5% aut, aus, usa 4.2% austria 3.2% switzerland 1.5% russia 2.6% china 4.1%
spain 2% france 2.5% russia, norway, czech 2.8% russia 2.9% France 1.6% denmark 2% italy 2.5%

so here we are. after 16 years in development vvvv still hasn't made it out of beta and it may seem this fact takes a toll in the numbers. we were really hoping we could finally release our next big thing (that is vvvv gamma) by the end of 2018, but then we luckily got sidetracked by Xenko. while we're quite optimistic that gamma will conquer new worlds where no 3d-animation has ever been seen before, Xenko certainly completes our vision and certainly only will make vvvv gamma useful for many of you.

we've done our homework by realizing the first vvvv gamma/xenko-only project Ocean Of Air together with MLF. we learned a lot and it showed us where workflows are still not optimal. we're now in the process of polishing those and fixing the most annoying buggers before we'll be releasing it into your precious hands.

but don't lean back and wait! according to a recent study, 55% of you are not using VL at all yet. who do you think we're doing this for? and 40% of those are whining "because i just didn't find the time to get into it yet". well fellows, it is about time to find that time! because it may take you a while. it may be hard in the beginning. so let us take you by the hand and lead you through the struggles of learning, we'll show you something to make you change your mind. we're there for you here and here with our unprecedented 24/7-free-unlimited (fair use) helplines to guide you along all of your steps. it is only on you to take that offer, because as i wisely just came up with: "s/he who asks a question is already one step closer to the answer".

btw. that study i just mentioned is still running. if you haven't already, please fill it out now.

so up next: 2019, allegedly the most exciting year in vvvv history (so far). the road ahead is packed with goodies and we can't wait to start working on them and share them with you. to those of you who happily bought their licenses: it is right and just. stay who you are and you'll be forever in our quads! to those who didn't: not so smart. grow up!.

and everybody: happy new!
yours,
vvvv.

joreg, Thursday, Jan 17th 2019 Digg | Tweet | Delicious 0 comments  

previously on vvvv: vvvvhat happened in November 2018


aaand that was it again..

but before we head off into this happy new year, let's recap what happened on the last mile:

we finished our work on "Ocean Of Air" on time (horray) and it is running ever since December 7th. that is 12 networked PCs + server running a vl+xenko multiuser VR installation without any regrets. if you happen to be in london, treat yourself a visit. click here for infos and tickets.

Ocean Of Air by Marshmellow Laser Feast

if you're interested in how we pulled this off, here is the second in a series of blogposts on how we're integrating Xenko with vl.

with the job out of our heads, we took to defining the coming milestones for vvvv and paved the road to vvvv gamma <- must read. and if you're interested in a view more details about the milestone that brought us to where we are now and what more is to come after the initial release of vvvv gamma, then please checkout our new roadmap.

and if you haven't already, then prettyplease fill out the 2019 survvvvey. it takes no more than 5 minutes. promised!

contributions

horray for 3 new:

and two updates:

two works in progress:

and a little tease:
rewire-test

gallery

beautiful beautiful renderings from the pros:

and some more fine stuff:

jobs

these have been announced for a while now. if you're interested, be quick!


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

joreg, Wednesday, Jan 2nd 2019 Digg | Tweet | Delicious 1 comments  

anonymous user login

Shoutbox

~6d ago

auralscapes: By the way, if anyone would like to use any of my tracks or even parts thereof you are welcome. No fee. jerome@auralscapes.com

~7d ago

auralscapes: Thx for the advice. Much appreciated.

~7d ago

tonfilm: @auralscapes you can contact the author @dottore and ask him for the conditions.

~7d ago

auralscapes: A question for the group. I came across an application called Partitura. Is this app commercially available?

~7d ago

auralscapes: Don't have a clue how this all works but it is going to be an interesting journey indeed.

~10d ago

tonfilm: @all #vl now also has pin groups! vl-input-and-output-pin-groups #vvvv #creativecoding #visualprogramming #dotnet

~11d ago

evvvvil: Hey, broski, check my shader "The gamma ray feast" it goes bang and is commented with bad to mediocre jokes. https://www.shadertoy.com/view/wssXWl

~13d ago

hrovac: someone at b-seite on saturday?