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You want to jump-start your vvvv expertise?
We get you and your team up to speed!

What we offer

  • Basic Training: Get a basic hands-on overview of programming with vvvv. This can range from one day to multiple days, depending on how far you want to take this.
  • Specialized Training: You're already familiar with the basics, but are interested to dive deeper into one or more topics. You name it and we'll make it happen for you.

Either way, we'll be preparing custom lessons for you in accordance with your requirements.

Get in touch via devvvvs@vvvv.org for pricing and availability.

Just tell us briefly:

  • Who you are
  • What kind of training you're interested in

And we'll get back to you as soon as possible!

More options

You can also always learn vvvv on your own:

joreg, Monday, Apr 19th 2021 Digg | Tweet | Delicious 0 comments  

If you're the happy owner of one or even more vvvv gamma licenses, please read on.
(Otherwise, please join the club first)

Remember: If you update your vvvv gamma license before it runs out, we thank you for your loyalty with a 20% discount. Updating a license means keeping it active and allowing you to use all the latest releases for your commercial projects.

Just a few clicks

When logged into the vvvv store you can get an overview of all your vvvv gamma licenses by choosing the "Licenses" section. It could look something like this:

Grayed-out licenses are inactive and can no longer be updated. Active licenses can be updated anytime which will always add one year to their current end-date. You can also update multiple licenses at once to have them all on one invoice. Convenient.

Note that you can change who's paying for the license: This will mostly make sense for people who started out with an "Individual" license but start feeling more pro and now want to pay as a "Freelancer, SME,...". But there are also reports of pro's feeling lucky and turning into a big fish. You will not be judged!

Email notification

You're all busy people, so in order to help you find a good moment to update you'll receive 3 email notifications:

  • 4 weeks
  • 2 weeks
  • 1 day

before a license end-date to remind you of the possibility to update earning the discount.

If you're not receiving those emails, you may have changed your email since you signed up for your vvvv.org account. This happened a couple of times already, so please get in touch if you need your email address changed!

That's already it. Shouldn't take you more than two minutes to update your licenses once a year. For the benefit of not having to worry about which version you're eligible to use and the peace of mind of properly feeding your workhorse...

joreg, Thursday, Apr 15th 2021 Digg | Tweet | Delicious 0 comments  
Curious to see how vvvv can help you get things done?
We'd like to give you a tour!

Depending on who you are, vvvv can be your:

  • Creative coding toolkit
  • .NET live-programming environment
  • Show control station
  • Rapid prototyping toolbox
  • Physical computing hub

vvvv is equally well suited for realizing projects and using it in research and education, especially in the following fields:

  • Generative Design
  • Interaction Design
  • Data Visualization
  • Computer Vision
  • Virtual- and Augmented Reality
  • Machine Learning

You can start your own research about vvvv in The Gray Book or request a demo, where we jump on a screen-share call with you and answer all your questions. This should be the quickest way to figure out if vvvv could be a good fit for you and your team.

Get in touch via: devvvvs@vvvv.org

In order to be able to tailor a demo for you, please tell us:

  • Who you are
  • What field you're working in

And we'll get back to you as soon as possible!

joreg, Monday, Apr 12th 2021 Digg | Tweet | Delicious 0 comments  

This is the big one!

vvvv has been in development for around 20 years by now. In recent years we were working on a complete re-write. We call it "vvvv gamma" and it saw its first official release in April 2020. Today we're adding a fully-fledged 3d library based on the open-source Stride 3d engine. You can dive right into it:

Download vvvv gamma 2021.3.2

Bugfix releases:

  • 2021.3.2 on April 7, 2021
  • 2021.3.1 on February 27, 2021

See Change Log

Then follow this tutorial:

Tutorial: Building a Simple 3d Scene

What you get with this release is only the beginning: For now we've focused on a high-level scene graph based workflow. So expect the following:

  • Primitives: Plane, Box, Sphere, Cylinder, Cone, Capsule, Donut and Teapot
  • Instancing: Via spread of transforms, other entities or buffers
  • Lights: Ambient, Directional, Point, Spot, Projector, Skybox
  • Shadows: On by default, configurable in quality/resource-consumption
  • Materials: Highly configurable PBR workflow through a large set of nodes, incl. easy normalmapping, displacements,...
  • Textures: From file, video, Spout, Skia, HTML or renderer
  • Texture Feedback: Yes, please!
  • Texture Readback: Absolutely, think pipet,...
  • PostFX: Highly configurable via a set of nodes, think: depth-of-field, bloom, ambient-occlusion, ...
  • Dynamic Meshes: Generate meshes using vertex- and indexbuffers on CPU
  • Shaders: Pixel, Vertex, Geometry, Compute. Write your own using full syntax highlighting in VisualStudio with hot-reload
  • Assets from file: Load textures and models directly from file
  • Assets from Stride Game Studio: Prepare assets and complete scenes in game studio
  • Windowing: Easy handling of multiple windows (and cameras)
  • Misc: Render Skia and HTML content directly onto the screen (ie. no texture-pass needed)
Previewing Materials, Models and Textures right in the patch

Experimental

Also available already, but still marked as experimental, ie they still need another round of review:

  • Keyboard, Mouse, Touch Input handling
  • TextureFX: Basic selection available, more to come
  • Physics: Nodes for 3d physics simulation
  • VR: Effortless output to VR devices
  • Buffers: Nodes to configure gpu buffers
  • ShaderFX: Nodes to patch shaders visually

Still to come

And to give you a heads-up, here are a few things you might expect already but are yet to come:

  • Loading models does not bring all their materials and animations in yet. To get a model's materials showing automatically, you need to load them as an AssetModel via an extra Stride project. Animations are for now only supported when loading Prefabs
  • Simple Text Rendering: for now best done via Skia or HTMLRenderers
  • Things you'd do with the most popular vvvv beta contributions InstanceNoodles, DX11.Particles and FieldTrip are currently worked on by the FUSE team

There is more info on that in this dedicated blog post.

Open Source

You read that right: The whole 3d library is entirely open source. This means, should you encounter a critical bug with one of your projects you don't have to wait for a new release but can potentially fix things right on your end.

Further changes

Apart from the addition of VL.Stride this release also features the following notable changes:

  • Completely reworked OSC and TUIO nodes
  • Image tooltips
  • A simple HTTPGet node
  • Touch support for the Skia renderer
  • MainLoop has incremental mode
  • Convenient ways to create Toggle, Bang & Press IOBoxes

Want to know all the details? Check the changelog.

Licensing

As you recall, vvvv has the best software licensing model in the world:

  • Free for non-commercial use
  • No copy-protection
  • No feature limitations
  • No mandatory registration

You simply buy a license the moment you start working on a commercial project. We also have monthly options!

End of the earlybird discount

We're happy to announce that we will get rid of the 20% earlybird discount that has applied to all vvvv gamma licenses so far. Starting this April 1st you can finally pay the full price that vvvv gamma is worth. So if you're a pro, you get the vvvv gamma developer licenses for you and your team before that date and save a bunch. Not often it is so easy to make a good decision.


Once again massive thanks to everyone who participated in the early-access program and for all the feedback that helps us enormously to bring vvvv forward.

Good patch!

joreg, Wednesday, Apr 7th 2021 Digg | Tweet | Delicious 2 comments  
You're using vvvv in a commercial project and need a hand?
Our engineering team is here to help!

What we offer

  • Project Consulting: Guiding you in planning the structure of your application, finding workflows and splitting workloads among your team and discussing strategies to make parts of your current project reusable in the future
  • Project Support: Sharing responsibility for the success of your project by collaborating with you
  • Custom Development: Adding support for a certain device, API or feature in vvvv that you need to realize a project
Get in touch via: devvvvs@vvvv.org for pricing and availability.

Just tell us briefly:

  • Who you are
  • What kind of support or development you're interested in

And we'll get back to you as soon as possible!

More options

You can also always get help:

joreg, Wednesday, Apr 7th 2021 Digg | Tweet | Delicious 0 comments  

Previously on vvvv: vvvvhat happened in February 2021


On the road again!

This time towards vvvv gamma 2021.4. Nothing much in the public previews yet, but a few things probably dropping there in the next few weeks. In particular, we've been working on the patching performance issue, TextureFX, the Buffer nodes and the Settings UI. So expect these things to show up in previews first. And if you haven't yet, please review what happened recently in VL.Stride land.

The last meetup was a blast again. Many thanks to host ravazquez and everyone who presented:

Learning

Contributions

Some new:

And update your nugets for the following:

And as always have a look at the forums Work-In-Progress section for some more recent goodies...

Gallery

Everything is growing. Everything is math. by maxss

Jobs


That was it for March. Anything to add? Please do so in the comments!

joreg, Monday, Apr 5th 2021 Digg | Tweet | Delicious 0 comments  

Dear Devvvvelopers,

As you're well aware, vvvv gamma has been on an earlybird discount for nearly a year now. We bow to the early adopters and supporters who've bought their licenses already. ThankyouSOverymuch!

This is the final call for everyone who still hasn't taken the bait:

Get your developer licenses until April 1st, 2021 to save 20%
Insert Coin

Still need convincing?

vvvv has the self-proclaimed "most fair commercial licensing model" in the world. Let's have a look:

  • No copy-protection
  • No mandatory registration
  • No feature limitations
  • Pay per size of your business (Individual, Freelancer or SME, Big Fish)
  • You own the last version you paid for
  • Monthly payment options

What this means for your business

  • No hassle with dongles or other kinds of DRM:
    • Production: download -> install -> run vvvv wherever you need it
    • Deployment: export as executable and distribute
  • Everyone always gets the full functionality, no artificial limitations
  • By paying less as a smaller business, it is easier for you to get started. By paying more as a bigger business, you're investing in a healthy and diverse user base and allow us to keep vvvv free for educational use
  • As opposed to current trends in software licensing where you can no longer use a software when you stop paying for its subscription, with a yearly vvvv developer license you own the last version you paid for, forever.
  • You can easily add developers to your team temporarily by paying for their seats monthly

As you can see, we don't need no #NFT to trust you to correctly declare your commercial use of vvvv.

Happy patching evvvveryone!

joreg, Monday, Mar 22nd 2021 Digg | Tweet | Delicious 0 comments  

Since the first public preview release in summer 2020, we've made steady progress and released many updates based on feedback and bug reports. In case you didn't follow the daily changes, this blog post highlights additions you might have missed and are worth checking out.

Help and Example Patches

First and foremost, we added loads of new help and example patches. It is already a nicely browsable list in the help browser, with more in development:

Model, Mesh, Material and Texture Tooltips

A core feature of vvvv is to have a live preview of your data. And since you can patch your own tooltips to do exactly that, we patched previews for Materials, Models, Meshes, and Textures. More to come!

Material Cleanup

A Material describes the rendering pipeline. This is very fundamental and after working with the first iteration for a while we found some improvements:

We reduced the number of base nodes and added easier building blocks to customize a material. There are help patches for most of these, check the help browser and the material category in the node browser. It basically mirrors the Stride documentation.

Simpler Data Input

The parameters of a material are GPU values, either float or color. For the GPU a color is just a vector with 4 components, so we now have inputs of type GPU<Float32> and GPU<Vector4>. We simplified the node-set in a way that you can use a single value, a texture, or any dynamic GPU value. There are also nodes to input different values per instance. The reworked nodes are internally built with ShaderFX. If you are interested, have a look inside the new nodes to get an idea of how you can build your own.

Async Compilation and Caching

Compiling complex materials takes a while because there are often several shader stages involved. Stride has a mechanism to compile a material in the background and cache the compiled shaders on disc. So the next time the same material is used, it loads almost instantly. So when you see a geometry blinking green, it means that the material is compiling in the background and will be saved to disc. If it is blinking red, the material has an error.

In practice, this means a patch loads much faster the next time you open it.

Virtual Reality

Rendering any scene into a VR headset is now straightforward, just have a look at the new help patch.

Aspect Ratio and Units

When you build on-screen displays you often need pixel or device-independent units (DIP). And if images are involved, they should keep the same aspect as they are stored. For these tasks, we now have new nodes that calculate these spaces for you. And the QuadRenderer got aspect ratio modes that depend on the connected texture:

Perspective Look at Rectangle

Simulating a perspective that behaves like looking through a window is an important tool. It allows you to create cameras for interesting things like virtual productions and head tracking. There is also a help patch to get you started.

Spout and Shared Texture

You can now share textures with other software using Spout or shared textures. Spout 2 support is also planned for the next release.

Patch Script

This workflow is for advanced users. It allows you to attach a patch as a sync script to an entity. That's a common workflow in ECS-based game engines and you can find many tutorials on youtube that use this design pattern.

In some cases, this has an advantage over just placing an entity node in a patch and building logic around it. For example, you can retrieve your attached script-patch from the entity somewhere else and call operations on it. You can check out a use case in the forum thread How can I modify a material without changing the original node?. There is a help patch as well.

Light Shafts

Thanks to the efforts of TremensS we got help patches that explain how to use LightShafts:

Video Tutorials

So far, we released two video tutorials:

Other Bits and Pieces

Move to Official Stride

After we’ve done many pull requests that fix bugs and add features that we need, we switched to the official Stride release nuget packages. This allows for an easy workflow when you load a Stride project since the version now matches to what the Stride installer downloads by default.

Fullscreen

Got some fixes, however, there is one known bug. In a multiscreen setup, when the window is too far on the right on one screen, it goes fullscreen on the next screen to the right. We’ll try to fix this in the upcoming releases, of course.

TextureWriter

Easy node to write textures to disc. You can use this in combination with the incremental main loop mode to export animations.

General Advice

Most high-level nodes, like Sphere, DirectionalLight, and so on, are simple patches made from more fundamental building blocks. A good way to think about them is to see them as a "default setup" and not a finished black box.

So if you miss a feature, or a node does too much, look inside and copy parts of it, or the whole definition into your personal library document to customize it.

We also try to stay as close as possible to the Stride documentation. So if you are looking for more info on a certain feature, it is always worth peeking into it.

Contributing

If you have a useful addition or you want to contribute in any other way, you are welcome to fork VL.Stride on GitHub and make a pull request. We are always happy about new help and example patches.

What's Next?

As a first step we want to improve:

  • Input event handling (Mouse, Keyboard, Touch, Gestures)
  • TextureFX
  • GPU resources handling, aka buffers and textures

We'll also add these features:

  • Entity picking
  • Load Model Animations
  • Load Model Materials

And we are also working together with the FUSE team on more advanced rendering node libraries built on top of VL.Stride.

Looking forward to seeing what you will create with it! -> Latest download is always here.

yours,
devvvvs

P.S.: The gallery of VL.Stride impressions also got some new additions.

tonfilm, Thursday, Mar 11th 2021 Digg | Tweet | Delicious 4 comments  

Here we are now!

Getting vvvv gamma 2021.3 out, including the 3d engine VL.Stride, was the last big milestone to bring vvvv gamma up to par with (and far beyond) vvvv beta. One could think this would give us a bit of a break but far from. The next big mountain we're looking forward to climb is right in front of us and it is called: .NET5.

.NET is the framework that vvvv gamma is built on and version 5 was just released a few months ago. It comes with a lot of goodies but also a bit of work for us to adopt to it. So moving vvvv gamma to .NET5 is our next big priority which we plan to ship with 2021.5 towards the end of the year.

Before that, we're planning to release 2021.4 around the end of May in which we take a lot of preparational steps towards .NET5 but don't do the switch yet. Like this, we're hoping to not delay the next release for too long and already get some nice things out earlier.

So here is a first attempt at a public roadmap. Let's see how that goes...

Planned for vvvv gamma 2021.4

Library

Since we now have the most common things in place, we're going into a cleanup phase here with these priorities:

  • Update to the latest NuGet API to allow you to use all the latest nugets
  • Streamline VL.CoreLib by moving parts that are not really "Core" or "Windows only" into separate libraries and making them open source
  • Get more of the most significant nugets stable, starting with Audio and Video

A big focus will also be on further improving VL.Stride:

  • Improve Mouse, Keyboard, Touch nodes
  • Rework Buffer and Texture nodes
  • Allow for simple shader creation
  • Add a clean set of TextureFX
  • Add Entity Picking

UI/UX

We all have a lot of wishes in this area but tackling some of the bigger things here will still have to wait for the switch to .NET5. For now, we're concentrating on the following:

  • Tackle the existing performance issues that you face when handling larger projects
  • Improving the workflow for setting the data type of pads
  • Providing a UI for the Settings

Language

While there are many ideas how to improve the language with new features, we will need to focus on a cleanup of an already shipped language feature: with this release, we'll fix some bits regarding generic type definitions.


Planning a release ahead is difficult and can be disappointing when you mostly see the things that again didn't make it to the shortlist. We've also already laid out 2021.5 and 2021.6 internally but don't yet feel comfortable publishing them yet. The move to .NET5 still has a few unknowns that we want to better understand before we talk more about it. Therefore in the meantime, we only offer a few general notes about our further agenda. To be reviewed after each major release.

Apart from the upcoming major releases, we're committed to regular smaller bug-fix releases to the current 2021.3.x branch.

As always, you can follow our development by test-driving the daily previews.

joreg, Tuesday, Mar 9th 2021 Digg | Tweet | Delicious 6 comments  

Previously on vvvv: vvvvhat happened in January 2021


What did you do in February?

Well, we did two releases:

We're already working on a beta 42 which will include the latest VL 2021.3 and also the next bigger gamma 2021.4 which we'll talk about in a separate blogpost.

We all met for the 8th online meetup and some of you also couldn't resist and once again made some great contributions:

Contributions

There've also been some updates:

And as always have a look at the forums Work-In-Progress section for some more recent goodies...

Gallery

TIME OF MELTING by stain

Jobs


That was it for February. Anything to add? Please do so in the comments!

joreg, Thursday, Mar 4th 2021 Digg | Tweet | Delicious 0 comments  

anonymous user login

Shoutbox

~18h ago

sebescudie: @karistouf: CTRL+T ?

~18h ago

karistouf: the reset shortut alt right doenst do it

~18h ago

karistouf: @joreg, i know but i dint see any "revert to normal way " shortcut...

~19h ago

joreg: @karistouf you can find all shortcuts for vvvv beta listed here: https://betadocs.vvvv.org/using-vvvv/the-user-interface/ui-reference.html

~20h ago

karistouf: HAEM.... on beta, how to get ride of of the Always on the top option ?

~12d ago

ravazquez: indeed!

~12d ago

schlonzo: kickass shader @evvvvil