Search found 30 matches

by Syd
Sun Nov 13, 2016 6:33 am
Forum: Feature Requests
Topic: advanced nodes
Replies: 16
Views: 20835

Re: advanced nodes

A GLOBAL/MASTER "Volume"/"Frequency" sensitivity thingy would also be AWESOME! Especially for people without MIDI controllers, it takes a lot of work to adjust a bunch of parameters everytime one wants to play higher or lower volume. Im using MIDI, and so i already have my assig...
by Syd
Wed Jul 22, 2015 11:47 am
Forum: General Discussion
Topic: Milkdrop presets in magic
Replies: 11
Views: 9669

Re: Milkdrop presets in magic

there is a build of milkdrop with spout support on the spout forums.

you could spout milkdrop into magic.
by Syd
Mon Jul 20, 2015 8:29 pm
Forum: General Discussion
Topic: Can I play a clip backward?
Replies: 9
Views: 6149

Re: Can I play a clip backward?

to the best of my knowledge whilst the dxv codec binaries are 'free' in price, the source/headers etc needed to implement (hardware accelerated) support in other players isn't available. interestingly though, I just this minute noticed FFMPEG seem to have committed support for vidvox's free and open...
by Syd
Tue Jun 09, 2015 6:32 am
Forum: General Discussion
Topic: Adding Text to Visuals?
Replies: 21
Views: 10709

Re: Adding Text to Visuals?

sometimes I don't even know what text to enter *during* the event :D
by Syd
Tue Apr 14, 2015 3:06 am
Forum: General Discussion
Topic: FFGL Plugins
Replies: 25
Views: 125968

Re: FFGL Plugins

FFGL uses C++. It's harder to learn than GLSL, but gives you a lot more functionality. One pretty awesome exception worth noting: The Spout team recently released this really killer template https://github.com/leadedge/ShaderLoader/ Which allows you to drop fragment shaders straight in and compile....
by Syd
Sat Mar 14, 2015 3:49 am
Forum: General Discussion
Topic: Shaders
Replies: 21
Views: 14576

Re: Shaders

I've noticed since this change some shaders have a 0.0 alpha set. This doesn't effect magic, but you can trip you up if you're syphoning out etc.

example: https://www.shadertoy.com/view/MlsGRS

Code: Select all

	fragColor = vec4(final*fog,0.0);
by Syd
Sun Feb 22, 2015 8:12 am
Forum: General Discussion
Topic: Trial expired as soon I download
Replies: 4
Views: 3679

Re: Trial expired as soon I download

particularly if you dual boot you might want to double check your date/time after reboot :)
by Syd
Sun Jan 18, 2015 8:17 am
Forum: General Discussion
Topic: audio file do not play on macbook pro using MOTU hardware
Replies: 8
Views: 6030

Re: audio file do not play on macbook pro using MOTU hardwar

I can reproduce this - Yosemite & Creative Sound Blaster X-FI Surround 5.1 Pro (stuck at 48khz) Magic unable to open audio output device.

Magic v1.53
by Syd
Sun Jan 18, 2015 8:10 am
Forum: General Discussion
Topic: Drawing lines
Replies: 7
Views: 5901

Re: Drawing lines

I have a one liner module I use (MDK) with the spectrum sometimes which just switches to wireframe. I'll post the dlls/source for it next time I'm on the machine that has it.
by Syd
Sun Dec 21, 2014 3:54 am
Forum: General Discussion
Topic: trouble grasping those shaders
Replies: 9
Views: 6164

Re: trouble grasping those shaders

not what you asked for, but for this kind of stuff I can't recommend openframeworks enough. It's surprisingly easy to get into :)

http://openframeworks.cc/
by Syd
Sat Dec 20, 2014 3:12 am
Forum: General Discussion
Topic: trouble grasping those shaders
Replies: 9
Views: 6164

Re: trouble grasping those shaders

In a future version of Magic, all GLSL shaders will show up as modules like the LumaKey, so you won't have to deal with the vague X and Y params in the GLSLShader module.
interesting, given any thoughts to implementation? ISF?
by Syd
Thu Dec 18, 2014 2:54 am
Forum: General Discussion
Topic: trouble grasping those shaders
Replies: 9
Views: 6164

Re: trouble grasping those shaders

or am i thinking in the wrong direction at all, and it's all fake and just imitates looking like actual objects? That's exactly right. The Vertex shader is a quad at the resolution and everything else (fragment shader) is done per pixel with math wizardry and by sampling textures. If you would like...
by Syd
Wed Dec 10, 2014 4:28 am
Forum: General Discussion
Topic: animated texture map on 3d model
Replies: 13
Views: 12559

Re: animated texture map on 3d model

I found the same thing with depth testing the shader output. I came to the same conclusion as you :) one way that might be easier than editing all the source videos is playing it with something else, applying the mask to the composition, then bringing it into magic with spout/syphon and using the sa...
by Syd
Tue Dec 09, 2014 4:10 am
Forum: General Discussion
Topic: animated texture map on 3d model
Replies: 13
Views: 12559

Re: animated texture map on 3d model

hrm, tricky one. Tried experimenting w/ alpha with ramp+threshold on the video?

edit: you can't use alpha on a video it seems, brightness perhaps then?
by Syd
Fri Dec 05, 2014 6:10 am
Forum: General Discussion
Topic: 2ND DISPLAY ISSUES
Replies: 5
Views: 4104

Re: 2ND DISPLAY ISSUES

Terry Payman wrote: I always have Compendium Development's free forceWindowVisible utility pinned to my taskbar.
awesome tip!
by Syd
Fri Dec 05, 2014 1:31 am
Forum: General Discussion
Topic: animated texture map on 3d model
Replies: 13
Views: 12559

Re: animated texture map on 3d model

that's a neat idea!

I started using the invert chains before the shader module had inputs and never really thought about changing it up.
by Syd
Thu Dec 04, 2014 10:21 pm
Forum: General Discussion
Topic: animated texture map on 3d model
Replies: 13
Views: 12559

Re: animated texture map on 3d model

while you cant do proper animated textures atm, one trick I use sometimes for a similar effect is chaining up inverts like so:

http://i.imgur.com/ujfr31l.png
by Syd
Wed Dec 03, 2014 12:27 am
Forum: General Discussion
Topic: is this midi device going to work with magic?
Replies: 11
Views: 6822

Re: is this midi device going to work with magic?

anything that is class compliant midi should give you no problems.

Just remember that things like infinite dials which just send 0 or 127 are going to be fairly useless for magic without any kind of advanced mapping features. Also no midi out so things like lights etc might not work.
by Syd
Sun Nov 30, 2014 9:43 am
Forum: Feature Requests
Topic: Shader Thumbnails
Replies: 4
Views: 5622

Re: Shader Thumbnails

I had thought about making a little tool to: run the shader for x frames and benchmark it, average the frames and give a performance rating. screenshots tagging/categorisation etc etc so I could select stuff like 'LED friendly, high performance, tunnels'. I'll get around to it one day if Eric doesn'...
by Syd
Thu Nov 27, 2014 4:38 am
Forum: Feature Requests
Topic: Audio channels for the video module
Replies: 6
Views: 6533

Re: Audio channels for the video module

isse could be an option?

http://isse.sourceforge.net/
by Syd
Wed Nov 26, 2014 1:40 am
Forum: General Discussion
Topic: iChannel0 texture external image
Replies: 10
Views: 12772

Re: iChannel0 texture external image

here is a mirror of all the shadertoy textures (and cubemaps). http://shinythings.tv/shadertoy%20textures.zip Great, thanks! How did you get this? browser tools network monitor to catch the http request, then pulled them all down individually :) still doesn't really help much if the sampler only ha...
by Syd
Wed Nov 26, 2014 1:38 am
Forum: General Discussion
Topic: Performance not as good in version 1.52?
Replies: 3
Views: 3371

Re: Performance not as good in version 1.52?

Thank you very much. I hoped it would be some kind of new option causing the change. I look forward to changing that back when I get a little more CPU. remember that GPU is going to be your real bottleneck here. CPU is almost irrelevant :) If you're going to get another laptop I'd consider somethin...
by Syd
Mon Nov 24, 2014 8:48 am
Forum: General Discussion
Topic: iChannel0 texture external image
Replies: 10
Views: 12772

Re: iChannel0 texture external image

here is a mirror of all the shadertoy textures (and cubemaps).

http://shinythings.tv/shadertoy%20textures.zip
by Syd
Mon Nov 10, 2014 11:37 pm
Forum: Feature Requests
Topic: advanced nodes
Replies: 16
Views: 20835

Re: advanced nodes

again, very close to what I'm after but I'm trying to use paramaters to keep it in sync. Say for example I make an effect where I had a sphere that rolls from left to right with an oscillator. At 0.0 and 1.0 I want to trigger an effect where you get an explosion of particles (whether that's with vid...
by Syd
Mon Nov 10, 2014 6:22 am
Forum: Feature Requests
Topic: scene node input
Replies: 1
Views: 3822

scene node input

Another feature that would be great is input for scene nodes so you could reuse a set of transforms or ffgl plugins for things like mapping while keeping a single set of parameters (and less memory usage from loading them multiple times). perhaps with a dropdown of open nodes in the target scene so ...
by Syd
Mon Nov 10, 2014 6:16 am
Forum: Feature Requests
Topic: advanced nodes
Replies: 16
Views: 20835

Re: advanced nodes

that's a really nice change! although still doesn't help that much with synchronizing animations across nodes. Perhaps another alternative could be a node that only has a single output at a time? functionality would be: (value / number of outputs = selected output) so 2 outputs with a value of 0.51 ...
by Syd
Sun Nov 09, 2014 4:38 am
Forum: General Discussion
Topic: Shaders
Replies: 21
Views: 14576

Re: Shaders

they're probably using textures that you don't have.
by Syd
Sun Nov 09, 2014 2:25 am
Forum: Feature Requests
Topic: advanced nodes
Replies: 16
Views: 20835

Re: advanced nodes

Hmm, can you describe this a bit more? I'm not sure I understand. An oscillator doesn't really "end"; it keeps going forever. sorry, I worded it a bit vague. what I mean is say when an oscillator hits 1.0 (or a configurable value) activate another chain of nodes. Use case would be advance...
by Syd
Sat Nov 08, 2014 3:30 am
Forum: Feature Requests
Topic: advanced nodes
Replies: 16
Views: 20835

advanced nodes

So I've found myself wishing I could trigger events conditionally a few times recently. For example another animation at the end of a oscillator or similar. I havn't exactly figured out what the most 'magic' way to propose to do this is, perhaps a modifier you could put at the end of your modifier l...
by Syd
Wed Nov 05, 2014 12:21 am
Forum: Feature Requests
Topic: Project maintenance: backup and repair
Replies: 3
Views: 5688

Re: Project maintenance: backup and repair

I don't create content on the same machine I perform on so this would be an amazing feature for me.