Search found 30 matches
- Sun Nov 13, 2016 6:33 am
- Forum: Feature Requests
- Topic: advanced nodes
- Replies: 16
- Views: 20994
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...
- Wed Jul 22, 2015 11:47 am
- Forum: General Discussion
- Topic: Milkdrop presets in magic
- Replies: 11
- Views: 9671
Re: Milkdrop presets in magic
there is a build of milkdrop with spout support on the spout forums.
you could spout milkdrop into magic.
you could spout milkdrop into magic.
- Mon Jul 20, 2015 8:29 pm
- Forum: General Discussion
- Topic: Can I play a clip backward?
- Replies: 9
- Views: 6154
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...
- Tue Jun 09, 2015 6:32 am
- Forum: General Discussion
- Topic: Adding Text to Visuals?
- Replies: 21
- Views: 10716
Re: Adding Text to Visuals?
sometimes I don't even know what text to enter *during* the event
- Tue Apr 14, 2015 3:06 am
- Forum: General Discussion
- Topic: FFGL Plugins
- Replies: 25
- Views: 127208
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....
- Sat Mar 14, 2015 3:49 am
- Forum: General Discussion
- Topic: Shaders
- Replies: 21
- Views: 14591
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
example: https://www.shadertoy.com/view/MlsGRS
Code: Select all
fragColor = vec4(final*fog,0.0);
- Sun Feb 22, 2015 8:12 am
- Forum: General Discussion
- Topic: Trial expired as soon I download
- Replies: 4
- Views: 3684
Re: Trial expired as soon I download
particularly if you dual boot you might want to double check your date/time after reboot
- 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: 6041
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
Magic v1.53
- Sun Jan 18, 2015 8:10 am
- Forum: General Discussion
- Topic: Drawing lines
- Replies: 7
- Views: 5905
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.
- Sun Dec 21, 2014 3:54 am
- Forum: General Discussion
- Topic: trouble grasping those shaders
- Replies: 9
- Views: 6173
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/
http://openframeworks.cc/
- Sat Dec 20, 2014 3:12 am
- Forum: General Discussion
- Topic: trouble grasping those shaders
- Replies: 9
- Views: 6173
Re: trouble grasping those shaders
interesting, given any thoughts to implementation? ISF?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.
- Thu Dec 18, 2014 2:54 am
- Forum: General Discussion
- Topic: trouble grasping those shaders
- Replies: 9
- Views: 6173
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...
- Wed Dec 10, 2014 4:28 am
- Forum: General Discussion
- Topic: animated texture map on 3d model
- Replies: 13
- Views: 12575
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...
- Tue Dec 09, 2014 4:10 am
- Forum: General Discussion
- Topic: animated texture map on 3d model
- Replies: 13
- Views: 12575
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?
edit: you can't use alpha on a video it seems, brightness perhaps then?
- Fri Dec 05, 2014 6:10 am
- Forum: General Discussion
- Topic: 2ND DISPLAY ISSUES
- Replies: 5
- Views: 4106
Re: 2ND DISPLAY ISSUES
awesome tip!Terry Payman wrote: I always have Compendium Development's free forceWindowVisible utility pinned to my taskbar.
- Fri Dec 05, 2014 1:31 am
- Forum: General Discussion
- Topic: animated texture map on 3d model
- Replies: 13
- Views: 12575
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.
I started using the invert chains before the shader module had inputs and never really thought about changing it up.
- Thu Dec 04, 2014 10:21 pm
- Forum: General Discussion
- Topic: animated texture map on 3d model
- Replies: 13
- Views: 12575
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
http://i.imgur.com/ujfr31l.png
- Wed Dec 03, 2014 12:27 am
- Forum: General Discussion
- Topic: is this midi device going to work with magic?
- Replies: 11
- Views: 6826
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.
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.
- Sun Nov 30, 2014 9:43 am
- Forum: Feature Requests
- Topic: Shader Thumbnails
- Replies: 4
- Views: 5635
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'...
- Thu Nov 27, 2014 4:38 am
- Forum: Feature Requests
- Topic: Audio channels for the video module
- Replies: 6
- Views: 6554
- Wed Nov 26, 2014 1:40 am
- Forum: General Discussion
- Topic: iChannel0 texture external image
- Replies: 10
- Views: 12778
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...
- Wed Nov 26, 2014 1:38 am
- Forum: General Discussion
- Topic: Performance not as good in version 1.52?
- Replies: 3
- Views: 3378
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...
- Mon Nov 24, 2014 8:48 am
- Forum: General Discussion
- Topic: iChannel0 texture external image
- Replies: 10
- Views: 12778
Re: iChannel0 texture external image
here is a mirror of all the shadertoy textures (and cubemaps).
http://shinythings.tv/shadertoy%20textures.zip
http://shinythings.tv/shadertoy%20textures.zip
- Mon Nov 10, 2014 11:37 pm
- Forum: Feature Requests
- Topic: advanced nodes
- Replies: 16
- Views: 20994
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...
- Mon Nov 10, 2014 6:22 am
- Forum: Feature Requests
- Topic: scene node input
- Replies: 1
- Views: 3829
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 ...
- Mon Nov 10, 2014 6:16 am
- Forum: Feature Requests
- Topic: advanced nodes
- Replies: 16
- Views: 20994
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 ...
- Sun Nov 09, 2014 4:38 am
- Forum: General Discussion
- Topic: Shaders
- Replies: 21
- Views: 14591
Re: Shaders
they're probably using textures that you don't have.
- Sun Nov 09, 2014 2:25 am
- Forum: Feature Requests
- Topic: advanced nodes
- Replies: 16
- Views: 20994
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...
- Sat Nov 08, 2014 3:30 am
- Forum: Feature Requests
- Topic: advanced nodes
- Replies: 16
- Views: 20994
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...
- Wed Nov 05, 2014 12:21 am
- Forum: Feature Requests
- Topic: Project maintenance: backup and repair
- Replies: 3
- Views: 5704
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.