Search found 198 matches: FFGL

Searched query: ffgl

by Morleyrigged
Wed Apr 24, 2024 9:43 pm
Forum: General Discussion
Topic: Help! NDI plug install
Replies: 2
Views: 248

Re: Help! NDI plug install

... and moved it to where I installed magic, (like you, where the folder I see Magic.exe). Still nothing. You're idea to test an FFGL by putting an it in the folder is a great idea but the FFGLs I have are for Resolume. I did try them but one by one trying those folders but I ...
by Sadler
Tue Mar 26, 2024 6:27 pm
Forum: General Discussion
Topic: Help! NDI plug install
Replies: 2
Views: 248

Re: Help! NDI plug install

... <VALUE name="addtlModuleFolders"> <addtlModuleFolders> <file name="V:\Effect Modules\ISF"/> <file name="V:\Effect Modules\FFGL64"/> <file name="V:\Effect Modules\MagicNDI_v1021"/> </addtlModuleFolders> </VALUE> This reflects what I see in the additional folders ...
by Sadler
Mon Feb 12, 2024 10:52 am
Forum: User-Submitted Videos
Topic: Time-Distortion Effect
Replies: 2
Views: 880

Re: Time-Distortion Effect

That's a very nice effect - especially in real-time. I occasionally use an older FFGL which does a similar effect (ModularDelay) but if the buffer count pushes the limit of GPU memory it can crash Magic. FFGL will likely be deprecated with v3 so that won't be a long term option.
by Sadler
Tue Jan 31, 2023 3:14 pm
Forum: General Discussion
Topic: FreeFrame 1.6 (FFGL) plugins ?
Replies: 1
Views: 5122

Re: FreeFrame 1.6 (FFGL) plugins ?

... various Magic pages. There is a thread on this forum though: https://magicmusicvisuals.com/forums/viewtopic.php?f=2&t=123 I still use a few FFGL fx but that standard is not long for this world. Resolume and JuiceBar have closed it off.
by Wolf_T
Mon Jan 30, 2023 10:32 pm
Forum: General Discussion
Topic: FreeFrame 1.6 (FFGL) plugins ?
Replies: 1
Views: 5122

FreeFrame 1.6 (FFGL) plugins ?

Is the link to the FreeFrame plugins up-to-date?

On your website:

"Load any third-party FreeFrame 1.6 (FFGL) plugins and Magic MDK modules..."
by Magic
Mon Aug 30, 2021 1:57 pm
Forum: General Discussion
Topic: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-ins..?
Replies: 12
Views: 6890

Re: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-in

I sent him an updated version of Magic that has less restrictive security settings for loading external modules on Big Sur. If you contact us through our contact page I will do the same for you.
by spaced0gg
Mon Aug 30, 2021 10:44 am
Forum: General Discussion
Topic: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-ins..?
Replies: 12
Views: 6890

Re: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-in

Hi, I recently bought the bigwig video feedback 64-bit ffgl plugin for osx. I am running Magic Performer v2.31 64-bit on big sur 11.5.1. I am unable to load the bundle file in Magic. I have tried putting it in /Library/Graphics/FreeFrame Plug-Ins I ...
by Owlbert
Thu Jul 29, 2021 8:53 pm
Forum: Feature Requests
Topic: 3D models: animation support
Replies: 7
Views: 11528

Re: 3D models: animation support

Some sort of noise deformer Vuo vuo.org has these and can export as ffgl for use in magic Can use geometric primitives in vuo or bring in blender etc models Or isf distortion filters Or a sequence of individual blender files exports of morphing shape Sorry ...
by Owlbert
Thu Jun 24, 2021 2:35 am
Forum: User-Submitted Videos
Topic: 2 Videos exploring FFGL from VUO in MMV
Replies: 3
Views: 4617

Re: 2 Videos exploring FFGL from VUO in MMV

Hey! Only just realised/discovered the Window/ options menu that lets you preload all graphics/scenes
this VASTLY improves ability to jump between scenes live-- great!
by Owlbert
Sun Jun 20, 2021 11:32 am
Forum: User-Submitted Videos
Topic: 2 Videos exploring FFGL from VUO in MMV
Replies: 3
Views: 4617

Re: 2 Videos exploring FFGL from VUO in MMV

Playlist with Crossfade and Additive dissolve is great! and non realtime export is good for smooth render.. still wondering about using playlist and manual switching in and out of processor heavy set ups to minimise the pause from loading heavy scenes...
by Owlbert
Sun Jun 20, 2021 7:07 am
Forum: User-Submitted Videos
Topic: 2 Videos exploring FFGL from VUO in MMV
Replies: 3
Views: 4617

Re: 2 Videos exploring FFGL from VUO in MMV-part 2

"seed pod dance". using similar VUO gen FFGL plugins and the great star field particle generator in MMV among other things..
by Owlbert
Sun Jun 20, 2021 1:24 am
Forum: User-Submitted Videos
Topic: 2 Videos exploring FFGL from VUO in MMV
Replies: 3
Views: 4617

2 Videos exploring FFGL from VUO in MMV

... and supplied examples ten more times:) "the Central Hub" all realtime capture- modified supershape primitive and effects made into FFGL in VUO ( vuo.org) performed in MMV - sound generated at first in realtime from midi outputted from vuo and then processed in Metasynth- now used ...
by Owlbert
Fri Jun 18, 2021 12:41 am
Forum: General Discussion
Topic: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-ins..?
Replies: 12
Views: 6890

Re: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-in

ALL good now ! Thanks heaps.
Opens up even more possibilities and project ideas.
Cheers Paul
by Owlbert
Sun Jun 13, 2021 7:22 am
Forum: General Discussion
Topic: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-ins..?
Replies: 12
Views: 6890

Re: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-in

Fantastic..Fingers crossed! Good luck and thanks!
by Magic
Thu Jun 10, 2021 9:14 pm
Forum: General Discussion
Topic: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-ins..?
Replies: 12
Views: 6890

Re: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-in

I think I figured it out actually. I will let you know when I have something for you to test.
by Owlbert
Thu Jun 10, 2021 8:40 pm
Forum: General Discussion
Topic: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-ins..?
Replies: 12
Views: 6890

Re: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-in

Hi thanks Eric for looking into this frustrating little annoyance! The FFGL plugin was made and exported from VUO but I cannot get any FFGL from anywhere to show up at all in Magic I am on Catalina, additional ISF folders and plugins showing up easily. I tried ...
by Magic
Thu Jun 10, 2021 4:35 pm
Forum: General Discussion
Topic: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-ins..?
Replies: 12
Views: 6890

Re: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-in

I tried your FFGL on macOS High Sierra and it worked fine. But then I tried it on Big Sur and it didn't work. So I think it might have something to do with the security settings, because every new macOS version seems to be more ...
by Owlbert
Thu Jun 10, 2021 8:37 am
Forum: General Discussion
Topic: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-ins..?
Replies: 12
Views: 6890

Re: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-in

Thanks Eric Unfortunately absolutely NO FFGL plugins are being recognised via the ADD MODULES ISF folders working great have tried custom folder locations, recommended FFGL examples from Forum and default Library/Graphics folder which VDMX and ...
by Magic
Tue Jun 08, 2021 3:11 pm
Forum: General Discussion
Topic: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-ins..?
Replies: 12
Views: 6890

Re: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-in

If you post a link for me to download one of your FFGLs that VDMX recognizes but Magic doesn't, I can test it.
by Owlbert
Mon Jun 07, 2021 11:02 pm
Forum: General Discussion
Topic: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-ins..?
Replies: 12
Views: 6890

Re: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-in

HI again, checked VUO only works with 64 bit ffgl I can easily Add Module from help menu for any ISF folders -which is great! But I still cannot get it recognise any FFGL bundles/plug ins or Folders? VDMX recognises same FFGL folders and plugins. ...
by Owlbert
Mon Jun 07, 2021 8:48 pm
Forum: General Discussion
Topic: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-ins..?
Replies: 12
Views: 6890

Re: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-in

Thanks Eric
I will check through my collection and Vuo docs to check for 64 bit only
by Magic
Mon Jun 07, 2021 2:37 pm
Forum: General Discussion
Topic: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-ins..?
Replies: 12
Views: 6890

Re: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-in

Make sure your FFGLs are 64-bit. Magic has been 64-bit only for a while now.
by Owlbert
Mon Jun 07, 2021 7:10 am
Forum: General Discussion
Topic: Trouble Getting MMV to Recognise and LoaANY FFGL Plug-ins..?
Replies: 12
Views: 6890

Trouble Getting MMV to Recognise and LoaANY FFGL Plug-ins..?

... or shared processing units to switch in and out is great too. I am very keen to use little components or plug-ins made in Vuo and exported as FFGL plugins- I have tested the same plugins with VDMX and found them to be working.. but regardless of whether I add FFGL folder from the system drive ...
by olazzzzz
Sun Jan 31, 2021 5:00 pm
Forum: Tutorials, etc.
Topic: Using third-party modules (FFGL, ISF, etc.)
Replies: 13
Views: 67569

Re: Using third-party modules (FFGL, ISF, etc.)

That's absolutely great! Exactly what I needed, thank you!
by Magic
Sat Jan 30, 2021 10:19 pm
Forum: Tutorials, etc.
Topic: Using third-party modules (FFGL, ISF, etc.)
Replies: 13
Views: 67569

Re: Using third-party modules (FFGL, ISF, etc.)

This section in the User's Guide describes how to replace modules with the next/previous: https://magicmusicvisuals.com/downloads ... ingModules
by olazzzzz
Sat Jan 30, 2021 10:13 pm
Forum: Tutorials, etc.
Topic: Using third-party modules (FFGL, ISF, etc.)
Replies: 13
Views: 67569

Re: Using third-party modules (FFGL, ISF, etc.)

Regarding the ISF files, is there a way to switch between them faster? What I mean is that if you have (let's say) 200 files you want to try out, selecting a file one by one takes enourmous ammount of time and a lot of clicks for each one. I think it isn't possible to drag and drop .fs files and the...
by Sadler
Sun Dec 20, 2020 8:31 am
Forum: General Discussion
Topic: FFGL Video Glitcher - Windows, 64-bit by Big Fug
Replies: 1
Views: 1603

Re: FFGL Video Glitcher - Windows, 64-bit by Big Fug

I have it - works but kills frame rates so I never use it. If you still want it, make sure its the 64bit version.
by FabiKon
Sun Dec 20, 2020 1:09 am
Forum: General Discussion
Topic: FFGL Video Glitcher - Windows, 64-bit by Big Fug
Replies: 1
Views: 1603

FFGL Video Glitcher - Windows, 64-bit by Big Fug

I was considering purchasing FFGL Video Glitcher - Windows, 64-bit by Big Fug to use with MMV, but can't find out if it's the unsupported FFGL 1.0 or a newer 1.6 version and whether it works with MMV 2.3

Anyone in the know and kind enough to share their knowledge?
by Magic
Mon Dec 07, 2020 8:48 pm
Forum: Tutorials, etc.
Topic: The Official Magic FAQ!
Replies: 3
Views: 66977

Re: The Official Magic FAQ!

... However, there are some things we simply can't prevent, such as: - Crashes in your graphics driver - Crashes due to effects plugins, especially FFGL - Crashes due to running out of regular memory (RAM) or video memory (VRAM) - Crashes due to third-party utilities you have installed on your system ...
by Terry Payman
Mon Nov 23, 2020 2:15 pm
Forum: General Discussion
Topic: Magic v2.22 still available for download
Replies: 2
Views: 2220

Re: Magic v2.22 still available for download

64-bit Magic is "FFGL compatible", but the FFGL plugins must also be 64-bit. If you want to use Resolume plugins then they must, at present, be compatible with Resolume 6.
by sjdacruz
Mon Nov 23, 2020 2:01 pm
Forum: General Discussion
Topic: Magic v2.22 still available for download
Replies: 2
Views: 2220

Re: Magic v2.22 still available for download

I currently have projects written using FFGL, as well as 32bit spout senders. Are there plans in the future to include at least FFGL compatibility in 64bit Magic?

-Scott
by Magic
Wed Nov 11, 2020 7:59 pm
Forum: General Discussion
Topic: Magic v2.22 still available for download
Replies: 2
Views: 2220

Magic v2.22 still available for download

... Magic v2.3+ is 64-bit only, so the above link might benefit you if you still need 32-bit for some reason (32-bit FFGL plugins, capture devices with only 32-bit drivers, etc.). We still hope you will try to transition to 64-bit because it allows your projects to ...
by Magic
Fri Sep 18, 2020 7:20 pm
Forum: General Discussion
Topic: GPU utilization
Replies: 9
Views: 3821

Re: GPU utilization

First of all, no one should be running 32-bit Magic unless they specifically need 32-bit FFGL (1.5) compatibility. Secondly, make sure to monitor your available graphics memory. Thirdly, as Sadler said, make sure your desired GPU is the active one. Fourth, very complex ...
by Terry Payman
Mon Jul 20, 2020 9:05 am
Forum: Feature Requests
Topic: Support for FFGL 2.1?
Replies: 7
Views: 9262

Re: Support for FFGL 2.1?

Eric wrote:... it's pretty complicated and I can't make any promises.
On top of which they don't currently seem to be responsive to issues raised by other devs https://github.com/resolume/ffgl/issues
by Terry Payman
Thu Jun 11, 2020 4:44 pm
Forum: Feature Requests
Topic: Support for FFGL 2.1?
Replies: 7
Views: 9262

Re: Support for FFGL 2.1?

:D :D :D
by damstraversaz
Thu Jun 11, 2020 4:41 pm
Forum: Feature Requests
Topic: Support for FFGL 2.1?
Replies: 7
Views: 9262

Re: Support for FFGL 2.1?

great ! thanks a lot
by Magic
Thu Jun 11, 2020 4:16 pm
Forum: Feature Requests
Topic: Support for FFGL 2.1?
Replies: 7
Views: 9262

Re: Support for FFGL 2.1?

This has been on my radar but it's pretty complicated and I can't make any promises.
by damstraversaz
Mon Jun 08, 2020 7:53 pm
Forum: Feature Requests
Topic: Support for FFGL 2.1?
Replies: 7
Views: 9262

Re: Support for FFGL 2.1?

In my opinion, there is some very useful FFGL 2.1. It could be great to have support for them, if it is possible of course ( technically an licensing). For this FFGL, I have it and really like it for exemple. I'm doing most of time particule's ...
by Terry Payman
Mon Jun 08, 2020 4:35 pm
Forum: Feature Requests
Topic: Support for FFGL 2.1?
Replies: 7
Views: 9262

Re: Support for FFGL 2.1?

... be in their next release! OK, this particular plugin costs almost as much as the Magic license, but that's not to say that this new generation of FFGL plugins aren't worth supporting natively in Magic. In the past I have made great use of older FFGL plugins, mainly 32-bit, and it would be a pity ...
by Sadler
Mon Jun 08, 2020 4:10 pm
Forum: Feature Requests
Topic: Support for FFGL 2.1?
Replies: 7
Views: 9262

Re: Support for FFGL 2.1?

Yeah, $50 euro for that one - nice though it is.
by Terry Payman
Sun Jun 07, 2020 10:23 pm
Forum: Feature Requests
Topic: Support for FFGL 2.1?
Replies: 7
Views: 9262

Support for FFGL 2.1?

Are there plans to support FFGL 2.1 in Magic 64-bit?

There are some awesome plugins for Resolume 7, for example Haute's "Velocity", a particle engine that follows outlines.
https://inapp.get-juicebar.com/effects/velocity
by j4s0n
Thu Apr 09, 2020 9:55 pm
Forum: General Discussion
Topic: Integrate MMV with Unity 3D
Replies: 4
Views: 3970

Re: Integrate MMV with Unity 3D

I think TouchDesigner is a perfect companion for bringing Magic into 3D. Here is a simple example using two Spout feeds from Magic (using the FFGL Spout plugins) into TD. One as a material on a 3D object and one as a 2D background. You could also use Spout feeds as projection maps of lights, ...
by bokehmonster
Mon Feb 03, 2020 3:39 am
Forum: General Discussion
Topic: Switching to 32-bit from 64-bit in V.2
Replies: 3
Views: 2972

Switching to 32-bit from 64-bit in V.2

I'm running an older project for a client and he has a bunch of 32-bit FFGL '.bundle' fx already applied to the scenes that he wants me to run. I'm on V2.22 64-bit -- is there a way to switch back to a 32-bit Version to use these fx?
by Magic
Mon Oct 28, 2019 10:28 pm
Forum: General Discussion
Topic: Export projects as FFGL
Replies: 3
Views: 3583

Re: Export projects as FFGL

No, it wouldn't be possible unfortunately.
by Agostino
Mon Oct 28, 2019 10:14 pm
Forum: General Discussion
Topic: Export projects as FFGL
Replies: 3
Views: 3583

Re: Export projects as FFGL

Thanks for your answer.
Yes, it would be difficult for me as a non programmer but this could be a good inspiration for a new feature maybe?
Cheers!
by Magic
Mon Oct 28, 2019 3:14 pm
Forum: General Discussion
Topic: Export projects as FFGL
Replies: 3
Views: 3583

Re: Export projects as FFGL

Magic can't export FFGLs. I'm not 100% sure which apps can, but they would likely be a bit more difficult for non-programmers.
by Agostino
Mon Oct 28, 2019 1:35 pm
Forum: General Discussion
Topic: Export projects as FFGL
Replies: 3
Views: 3583

Export projects as FFGL

... of modules and as far as I can see Magic has a great potential on this. Is there a chance I could export this sequence of modules as a unique FFGL to use on other software as a plug in? I may guess I would need to export the thing as a code and modify the beginning and the end to suit the ...
by Terry Payman
Wed Jun 12, 2019 4:58 pm
Forum: General Discussion
Topic: Mysterious invisibility of Text module output
Replies: 22
Views: 8355

Re: Mysterious invisibility of Text module output

... were usable under 64-bit Windows. I'd love to move to 64-bit Magic, but I haven't found adequate alternatives to a couple of Resolume 32-bit FFGL modules that I have used extensively: - AVFFGLDropShadow seems to give a perfect constant-thickness curve around edges that I haven't been able ...
by _xj
Wed Mar 27, 2019 12:55 am
Forum: General Discussion
Topic: Hi, I made a simple FFGL plugin for PixelSorting!
Replies: 0
Views: 2773

Hi, I made a simple FFGL plugin for PixelSorting!

and it works with Magic (at least for me).

The code and explanations are here: https://github.com/x-j/SpoutSort

I'd be grateful for any feedbak!
by steffey
Fri May 18, 2018 9:38 pm
Forum: General Discussion
Topic: Spout receiver 64 bit
Replies: 13
Views: 9638

Re: Spout receiver 64 bit

I installed the SpoutReceiver FFGL plugin, which I can only find in 32-bit (SpoutReceiver2.dll). It does not show up in Magic 64. SpoutController.dll placed in the same directory (modules>special), Does show up- but seems to do nothing. ...
by Magic
Fri May 18, 2018 8:08 pm
Forum: General Discussion
Topic: Spout receiver 64 bit
Replies: 13
Views: 9638

Re: Spout receiver 64 bit

Ok I'll look into it. Maybe those programs are using an older version of Spout, or maybe a newer one.

In the meantime you could try using the SpoutReceiver FFGL plugin, which will also work in Magic.
by Sadler
Wed Apr 25, 2018 5:54 am
Forum: Feature Requests
Topic: Pixel Sorting
Replies: 2
Views: 5567

Re: Pixel Sorting

There's a few pixel sorting algorithms on ShaderToy though some need multiple buffers. As you can imagine, real-time sorting might be tricky if not for parallel processing. Here's one that was written specifically with the intention of converting to an FFGL.
https://www.shadertoy.com/view/4lBBRz
by Vegadeth
Mon Mar 19, 2018 1:20 pm
Forum: Tutorials, etc.
Topic: Using third-party modules (FFGL, ISF, etc.)
Replies: 13
Views: 67569

Re: Using third-party modules (FFGL, ISF, etc.)

From your screenshot I see that Windows File Explorer is obscuring the issue - the files are currently listed without their filetype extension. I think you'll find that eg HotShower.FS is actually HotShower.FS .txt The default File Explorer view option is "Hide extensions for known file types&...
by Terry Payman
Fri Mar 16, 2018 8:48 am
Forum: Tutorials, etc.
Topic: Using third-party modules (FFGL, ISF, etc.)
Replies: 13
Views: 67569

Re: Using third-party modules (FFGL, ISF, etc.)

... You'll then need to rename the file name/extension, removing the (now visible) ".txt" from the end. eg HotShower.FS.txt would become HotShower.FS which should now work in an ISF module* https://www.mediacollege.com/microsoft/windows/extension-change.html *Shadertoy buffers are not (yet...
by Terry Payman
Fri Mar 16, 2018 8:25 am
Forum: Tutorials, etc.
Topic: Using third-party modules (FFGL, ISF, etc.)
Replies: 13
Views: 67569

Re: Using third-party modules (FFGL, ISF, etc.)

From your screenshot I see that Windows File Explorer is obscuring the issue - the files are currently listed without their filetype extension. I think you'll find that eg HotShower.FS is actually HotShower.FS .txt The default File Explorer view option is "Hide extensions for known file types&q...
by Vegadeth
Fri Mar 16, 2018 7:44 am
Forum: Tutorials, etc.
Topic: Using third-party modules (FFGL, ISF, etc.)
Replies: 13
Views: 67569

Re: Using third-party modules (FFGL, ISF, etc.)

... files by clicking on the File button in the GLSLShader module. The only supported third-party module file types are ISF (with extension .fs) and FFGL (with extension .dll on Windows, and .dylib or .bundle on Mac). Does that help? I have tried looking for an answer to my issue and the above is ...
by damstraversaz
Fri Feb 02, 2018 5:12 pm
Forum: General Discussion
Topic: projection mapping
Replies: 25
Views: 37392

Re: projection mapping

I'm not sure to understand the issue, as english is not my native language, but something could help : IR Keystone2[3] Freeware FFGL plug-ins for multi-screen (for Matrox dualhead/triplehead) keystone correction. If you use a multi-screen setup with Resolume Avenue and the projector placement ...
by Terry Payman
Fri Dec 29, 2017 8:34 am
Forum: Feature Requests
Topic: Permit feedback around a series of modules
Replies: 17
Views: 13428

Re: Permit feedback around a series of modules

... set even if one only uses the feedback module (it gives much cleaner results than the Zooming Feedback ISF). https://www.bigfug.com/product/bigfug-ffgl-effects-for-resolume-6-on-windows Individual modules are now £5 for either the 32-bit or 64-bit versions. https://www.bigfug.com/software/freeframe/
by nosuchtim
Mon Nov 27, 2017 6:52 pm
Forum: Feature Requests
Topic: programmatic mechanism for generating/modifying scenes
Replies: 8
Views: 7228

Re: programmatic mechanism for generating/modifying scenes

... provided links, LoopyCam is another instrument I built that leverages a flexible pipeline of effects - in that case it was pipelines of FF 1.0 and FFGL effects in a single piece of software. > You've got to ask yourself, even if you did have an API into Magic, how would you specify programmatically ...
by nosuchtim
Mon Nov 27, 2017 3:38 am
Forum: Feature Requests
Topic: programmatic mechanism for generating/modifying scenes
Replies: 8
Views: 7228

Re: programmatic mechanism for generating/modifying scenes

... APIs make this possible - I've been a longtime fan and user of Resolume and Plogue Bidule because they can be controlled with OSC. I even have an FFGL plugin which runs inside Resolume and uses OSC back to Resolume to turn effects on and off (it's like an alien organism controlling its host, unknown ...
by Magic
Sat Sep 30, 2017 5:30 pm
Forum: Feature Requests
Topic: syphon multiple scenes from magic at once
Replies: 10
Views: 24975

Re: syphon multiple scenes from magic at once

Yep you can grab the Spout FFGL plugins as part of the overall Spout download package: http://spout.zeal.co/download-spout/
by Terry Payman
Sun Sep 24, 2017 9:02 am
Forum: General Discussion
Topic: HELP! Canon dslr camera as video input source ???
Replies: 5
Views: 5384

Re: HELP! Canon dslr camera as video input source ???

... and productive environment that I haven't used Resolume at all since I got Magic! YMMV, as I have no interest in loops. As Magic supports the many FFGL effects used by Resolume Avenue 4, that version is an interesting place to start. If you download the demo you can check out the program and use ...
by Sadler
Mon Sep 18, 2017 3:28 pm
Forum: Feature Requests
Topic: Permit feedback around a series of modules
Replies: 17
Views: 13428

Re: Permit feedback around a series of modules

When they become available, remind me to investigate :). Resolume Beta became public today and although many of their FFGL effects have been subsumed into the application proper, there are a few, presumably 64bit, plugins in the beta install. All of these seem to work in 64bit Magic! ...
by Terry Payman
Wed Sep 06, 2017 6:31 pm
Forum: General Discussion
Topic: No true 0/dry on some of the new ISF effects
Replies: 3
Views: 3639

Re: No true 0/dry on some of the new ISF effects

... ... where the parameters are at absolute zero and the incoming signal is completely unaffected... This applies to other types of effects, eg FFGL, not just some ISF. You can add a Mix module as shown in the photo. (Now corrected :oops: ) Mix.jpg I would recommend the above approach for general ...
by Terry Payman
Tue Aug 29, 2017 10:08 pm
Forum: General Discussion
Topic: 32 bit program on 64 bit system
Replies: 1
Views: 2708

Re: 32 bit program on 64 bit system

... to download and install the 64 bit version. You can have both installed and available - 32 bit is needed if you want to use any current 32 bit FFGL shaders, otherwise 64 bit should be better for large projects. Edit: Use the link (to all the download options) you received when you bought the ...
by Spaceface
Sun Jul 30, 2017 10:07 pm
Forum: General Discussion
Topic: Lost Effects w/ Mac update
Replies: 2
Views: 2969

Lost Effects w/ Mac update

... I opened up Magic to mess with some new visuals, it seemed as though I'd lost all these advanced FX I was using for our show! All the modules AVFFGL Trails and the FFGL stuff. . Anyone know how I can recover them?? Did the update mess me up or have I simply bungled this whole thing? Thanks, ...
by Psyne
Thu Jul 13, 2017 1:10 am
Forum: Feature Requests
Topic: Bug(?): modules with same filename not loaded simultaneously
Replies: 4
Views: 5544

Bug(?): modules with same filename not loaded simultaneously

... before them... My Triangle.fs is not the same as the built-in Triangle.fs, and I resent having to rename it :D (Note: this works similarly for FFGL modules, and - I assume - all other types as well)
by Sadler
Sat Jun 24, 2017 6:47 pm
Forum: Feature Requests
Topic: Respecting alpha
Replies: 3
Views: 4927

Respecting alpha

... effects but Invert, Contrast and Hue Saturation affect the background or just treat the alpha as black. Incidentally, Invert, Contrast and Colour FFGL effects seem to respect the alpha more in line with expectations but now that I'm trying to go completely 64bit FFGL is not (currently) an option.
by Psyne
Wed Jun 07, 2017 4:06 am
Forum: General Discussion
Topic: Is Magic right for me?
Replies: 4
Views: 3547

Re: Is Magic right for me?

Not too different from restoring the OpenGL state when developing FFGL plugins, then - totally workable. In truth this is more or less me trying to find something Milkdrop -esque, but more modern/controllable. It seems perfect. Between the increase and expression ...
by Psyne
Tue Jun 06, 2017 9:54 pm
Forum: General Discussion
Topic: Is Magic right for me?
Replies: 4
Views: 3547

Re: Is Magic right for me?

... my gut tells me that will require a fair number of OpenGL calls... am I correct in reading your response as "there is legacy support to allow FFGL integration, but developing using more recent versions isn't much of a headache"?
by Magic
Tue Jun 06, 2017 3:34 pm
Forum: General Discussion
Topic: Is Magic right for me?
Replies: 4
Views: 3547

Re: Is Magic right for me?

... lot of functionality to GLSL: https://www.interactiveshaderformat.com/ 3) Magic is designed to be compatible back to OpenGL 2.1, mainly because of FFGL. Out of curiosity, why does this matter to you? Overall, I strongly recommend that you download the free Demo and play around before purchasing ...
by Psyne
Tue Jun 06, 2017 1:46 am
Forum: General Discussion
Topic: Is Magic right for me?
Replies: 4
Views: 3547

Is Magic right for me?

... 2) As a software developer extensibility is a big plus for me! It looks like I can make use of my coding ability via the GLSL module, developing FFGL plugins, and developing MDK modules. Am I overlooking anything? 3) When developing for Magic what OpenGL version is used? Are any deprecated/removed ...
by OblongBox
Wed May 24, 2017 8:43 am
Forum: General Discussion
Topic: FFGL Plugins
Replies: 25
Views: 126128

Re: FFGL Plugins

Sorry for a bit of thread voodoo

But did the Fug Glitch plugin work? If so, how did you get it to work?
by Sadler
Sun Mar 05, 2017 10:36 am
Forum: Feature Requests
Topic: A repeater module would be awesome !!!!!
Replies: 14
Views: 14683

Re: A repeater module would be awesome !!!!!

There is an exemplar in the FFGL world provided free from Hive8 - Horizontal Clone cloner.png There is also the Array effect already in MMV though this has only translation for its clones. Another way to do this is to have cascading globals ...
by Magic
Thu Mar 02, 2017 12:19 am
Forum: General Discussion
Topic: Disappearing Module in Beta 2.01
Replies: 2
Views: 2809

Re: Disappearing Module in Beta 2.01

I know what the problem is :). In Magic v2.01, there is a new ISF source called "Lines", and it conflicts with your FFGL plugin because it has the same name. In Magic, all the modules are kept track of by their names. The simple solution is to make a copy of your Lines FFGL, ...
by ddr
Thu Mar 02, 2017 12:02 am
Forum: General Discussion
Topic: Disappearing Module in Beta 2.01
Replies: 2
Views: 2809

Disappearing Module in Beta 2.01

Hi Guys, have been checking out Beta 2.01, all good so far except one small issue. I use quite a few of the Resolume FFGL plugins which I have copied into an 'Additional Modules Folder' When using Beta 2.01 ( in 32bit mode : OSX 10.11.6 ) all of the modules still appear except one, ...
by Magic
Mon Jan 16, 2017 4:22 pm
Forum: Feature Requests
Topic: export video - option for both start and end time
Replies: 13
Views: 13177

Re: export video - option for both start and end time

... store those frames until the start time is reached. Know what I mean? It especially becomes a problem when third-party effects are used (such as FFGL or ISF), because there is no way for Magic to "ask" the effects how long beforehand they should start. My suggestion is that you always ...
by Terry Payman
Thu Jan 05, 2017 3:35 pm
Forum: General Discussion
Topic: Some Questions Before I Buy Your Software
Replies: 4
Views: 4302

Re: Some Questions Before I Buy Your Software

... type and speed, perhaps on track duration, and will almost certainly be far greater if you use 64-bit Magic (although that rules out use of most FFGL plugins which are 32-bit only). You will need to specify at least your RAM size and CPU (perhaps also track duration) before Eric can give specifics ...
by Sadler
Thu Nov 17, 2016 9:38 am
Forum: User-Submitted Videos
Topic: The General Synopsis
Replies: 5
Views: 5813

Re: The General Synopsis

That's exactly how I'm doing it. A small box centered vertically and slitscanned while reacting to volume, bass and notes. No scrolling necessary, the slitscan does that. The bars are created by the Blow FFGL which extends pixels to the edge.
by leadedge
Wed Nov 09, 2016 11:54 pm
Forum: General Discussion
Topic: New free ffgl to add to your collection :)
Replies: 8
Views: 8290

Re: New free ffgl to add to your collection :)

Yes, the Isadora manual describes the default folder "/Library/Application Support/FreeFrame" for OSX, so that is where they will end up. It is possible to build Freeframe plugins as 64bit with slight modification for Version 1.6, but there isn't much incentive for people to do that right ...
by Terry Payman
Wed Nov 09, 2016 8:10 pm
Forum: General Discussion
Topic: New free ffgl to add to your collection :)
Replies: 8
Views: 8290

Re: New free ffgl to add to your collection :)

FFGL modules are (almost) always 32-bit only and can only be used in the 32-bit Magic version.
by verstaerker
Wed Nov 09, 2016 2:31 pm
Forum: General Discussion
Topic: New free ffgl to add to your collection :)
Replies: 8
Views: 8290

Re: New free ffgl to add to your collection :)

i forgot to mention im on OSX... i did a search for freeframe .. i found a dir
/Library/Application Support/FreeFrame

but this didn't add any modules

edit:
when running in 32bit mode the modules are added
by leadedge
Tue Nov 08, 2016 11:49 pm
Forum: General Discussion
Topic: New free ffgl to add to your collection :)
Replies: 8
Views: 8290

Re: New free ffgl to add to your collection :)

They should end up in either :

C:\Program Files\Common Files\FreeFrame
or
C:\Program Files (x86)\Common Files\Freeframe

This is a standard location for Freeframe and Isadora looks for plugins in this folder by default.
by verstaerker
Tue Nov 08, 2016 11:17 am
Forum: General Discussion
Topic: New free ffgl to add to your collection :)
Replies: 8
Views: 8290

Re: New free ffgl to add to your collection :)

i installed those plugins
http://troikatronix.com/download/freeframeplugins/
but they don't appear in Magic .I know i have to add the folder where the plugins are installed - but i couldn't figure out where the installer put those files.
Any hints?
by Magic
Mon Oct 31, 2016 3:58 pm
Forum: General Discussion
Topic: New free ffgl to add to your collection :)
Replies: 8
Views: 8290

Re: New free ffgl to add to your collection :)

Just FYI, I've seen almost all of those as shaders on Shadertoy and GLSL Sandbox. For example, http://glslsandbox.com/e#36377.1.

Seems to me like he plopped them into an FFGL container. But in Magic, there's no advantage to using them that way versus in the GLSLShader module or as ISF modules.
by Sadler
Mon Oct 31, 2016 2:47 pm
Forum: General Discussion
Topic: New free ffgl to add to your collection :)
Replies: 8
Views: 8290

Re: New free ffgl to add to your collection :)

All FFGLs are currently 32bit only. Yes, limited main memory but not GPU memory.

Thanks for the link Tanooki.
by blackdot
Mon Oct 31, 2016 8:37 am
Forum: General Discussion
Topic: New free ffgl to add to your collection :)
Replies: 8
Views: 8290

Re: New free ffgl to add to your collection :)

are these 32 or 64 bit though? cant tell. afair most ffgls are 32bit which would require us to limit ourselves to the 32bit version of magic (and therefore 4gb of ram)
by TanookiMonk
Mon Oct 31, 2016 2:20 am
Forum: General Discussion
Topic: New free ffgl to add to your collection :)
Replies: 8
Views: 8290

New free ffgl to add to your collection :)

Look right there http://www.vfxartshop.com/?v=29fc4ed711b3

Btw invertion machine dosent work in magic
by Terry Payman
Tue Oct 18, 2016 8:23 am
Forum: General Discussion
Topic: Odd behaviour with FFGL plugin
Replies: 5
Views: 5675

Re: Odd behaviour with FFGL plugin

Thanks Eric, those are useful alternatives - especially the application of the resolution module.
by Magic
Sun Oct 16, 2016 5:34 pm
Forum: General Discussion
Topic: Odd behaviour with FFGL plugin
Replies: 5
Views: 5675

Re: Odd behaviour with FFGL plugin

A drop shadow is just a blurred copy of the image, colored black, and translated a little bit. If you want to keep the transparency of the shadow, all you really need is a blur effect that preserves the alpha channel. ISF Soft Blur does. Or you can use a Resolution module as a cheaper alternative: C...
by Terry Payman
Sun Oct 16, 2016 5:13 pm
Forum: General Discussion
Topic: Odd behaviour with FFGL plugin
Replies: 5
Views: 5675

Re: Odd behaviour with FFGL plugin

This one was extra-weird. Just having the plugin connected to the same Magic scene output was enough. I Even had one object getting wider, two narrower ( with an earlier version of the project. VideoFile widened, polygons got narrower. All I wanted was a dropshadow on some text!
by Sadler
Sun Oct 16, 2016 11:48 am
Forum: General Discussion
Topic: Odd behaviour with FFGL plugin
Replies: 5
Views: 5675

Re: Odd behaviour with FFGL plugin

It happens with a few FFGLs but not all (Sparkles, Lines and others). Never noticed this myself having not used Resolution module very much.
by Magic
Sat Oct 15, 2016 8:53 pm
Forum: General Discussion
Topic: Odd behaviour with FFGL plugin
Replies: 5
Views: 5675

Re: Odd behaviour with FFGL plugin

I'll have a look. But I know from experience that a lot of FFGL plugins don't handle aspect ratios properly. Usually it's just an oversight of the developers.
by Terry Payman
Sat Oct 15, 2016 4:34 pm
Forum: General Discussion
Topic: Odd behaviour with FFGL plugin
Replies: 5
Views: 5675

Odd behaviour with FFGL plugin

Not Magic's problem, but I thought it might be of interest as the attached project's behavior is so odd if the Resolume DropShadow module is enabled and the first scene's output is passed through a Resolution module in the second scene. https://resolume.com/software/tools With Magic set to Custom Re...
by Sadler
Sat Oct 08, 2016 2:42 pm
Forum: Feature Requests
Topic: User-specified search order for text files etc
Replies: 5
Views: 6641

Re: User-specified search order for text files etc

Since I keep shaders, FFGL and ISF together with my media, I also consider these as assets rather than modules. I'll grant you that the lines are blurred when you have a very versatile effect that is more of a module than an asset. I ...
by TanookiMonk
Sat Oct 08, 2016 2:39 am
Forum: Tutorials, etc.
Topic: Retro/LoRes/Glitch Content creating
Replies: 4
Views: 44558

Retro/LoRes/Glitch Content creating

... https://vimeo.com/8779990 Plugin 1 : BigFug Video Glitcher (Windows/Mac - Not Free) Link : http://www.bigfug.com/product/ffgl-video-glitcher-for-windows/ https://www.youtube.com/watch?v=B_P_Q0UYz1k Plugin 2 : Ascii Shader (Glsl) Link : https://www.shadertoy.com/view/lssGDj ...
by Magic
Mon Sep 26, 2016 10:27 pm
Forum: Feature Requests
Topic: Permit feedback around a series of modules
Replies: 17
Views: 13428

Re: Permit feedback around a series of modules

The chaps at Resolume mentioned they're working on 64bit for Avenue/Arena v6 which will include 64bit FFGL. That's cool, I think those will be the first 64-bit FFGL plugins. Theoretically they should work with Magic, but I've never had any to test with. When they become available, ...
by Sadler
Mon Sep 26, 2016 6:35 pm
Forum: Feature Requests
Topic: Permit feedback around a series of modules
Replies: 17
Views: 13428

Re: Permit feedback around a series of modules

The chaps at Resolume mentioned they're working on 64bit for Avenue/Arena v6 which will include 64bit FFGL. Whether Alex May updates his plugins is another matter.
by Terry Payman
Sun Sep 18, 2016 11:16 pm
Forum: Feature Requests
Topic: Permit feedback around a series of modules
Replies: 17
Views: 13428

Re: Permit feedback around a series of modules

... is my favourite too. Now also available in 64-bit! ( For those who haven't tried it, a bargain at only £5.00 https://www.bigfug.com/product/ffgl-video-feedback/ ) I too have failed to get any ISF feedback to match either the smoothness or the functionality of fugFeedback - I was trying again ...
by Sadler
Sun Sep 18, 2016 9:54 pm
Forum: Feature Requests
Topic: Permit feedback around a series of modules
Replies: 17
Views: 13428

Re: Permit feedback around a series of modules

... video feedback loop type effects that could legitimately be called feedback. Here's a demo of my favourite feedback effect (fug) but its 32bit FFGL only. https://youtu.be/D4yzqbSVqmA This was not a trivial comp to set up either and not perfect in terms of flexibility (TV can't easily be scaled) ...