Search found 441 matches

by blackdot
Mon Apr 06, 2015 5:24 pm
Forum: Feature Requests
Topic: BPM clock - automatic or manual (or resync clips to bpm)
Replies: 32
Views: 25607

Re: BPM clock - automatic or manual (or resync clips to bpm)

I actually tried out waveclock (the demo) before i stumbeled upon magic. Unfortunately it always crashed on my machine. I sent a mail twice to them, but got no response. So i kept looking and found magic :). for the sake of thoroughness: i tried waveclock again and it's no longer crashing on me. th...
by blackdot
Sat Apr 04, 2015 6:28 pm
Forum: General Discussion
Topic: blackdot's thumbnail collection of shaders and effects
Replies: 18
Views: 11945

Re: blackdot's thumbnail collection of shaders and effects

yes you can host them of course. Im not sure if they qualify for "official" documentation though, as i often wrote "it apparently does this and that". It often sounds like an amateurish observation with semi-educated guesses :D . Still i think just the scrernshots themselves can ...
by blackdot
Tue Mar 31, 2015 7:44 pm
Forum: General Discussion
Topic: blackdot's thumbnail collection of shaders and effects
Replies: 18
Views: 11945

Re: blackdot's thumbnail collection of shaders and effects

sure thing, i'm happy it's useful for you guys too.

i added eric's custom glsl's of the tutorial forum to the first post.
by blackdot
Mon Mar 30, 2015 5:57 pm
Forum: General Discussion
Topic: blackdot's thumbnail collection of shaders and effects
Replies: 18
Views: 11945

Re: blackdot's thumbnail collection of shaders and effects

invested quite a few hours yesterday and today and managed to also to sceenshotify the huge glsl expansion pack (over 300 shaders). i added a link to the first post.
by blackdot
Sun Mar 29, 2015 9:50 pm
Forum: General Discussion
Topic: blackdot's thumbnail collection of shaders and effects
Replies: 18
Views: 11945

Re: blackdot's thumbnail collection of shaders and effects

wiki page sounds like the way to go. like an inofficial extension to the user's guide. i'm not sure though if maintaining a quality wiki is too big of an effort. we'd certainly not want to distract you from developping precious new features :D .
by blackdot
Fri Mar 27, 2015 11:40 pm
Forum: General Discussion
Topic: blackdot's thumbnail collection of shaders and effects
Replies: 18
Views: 11945

Re: blackdot's thumbnail collection of shaders and effects

you're very welcome. i've saved the screenshots as png's or the whole thing as odt if you want to institutionalize them eric :).
by blackdot
Fri Mar 27, 2015 5:00 pm
Forum: General Discussion
Topic: blackdot's thumbnail collection of shaders and effects
Replies: 18
Views: 11945

blackdot's thumbnail collection of shaders and effects

hello. i have difficulty remembering all the different shaders and effects and all so in order to get a conclusive overview over all those, i started out making screenshots and short descriptions and gathering them in a document. i assume these can be useful to other people too, so i uploaded them t...
by blackdot
Thu Mar 26, 2015 9:41 am
Forum: General Discussion
Topic: User's Guide Feedback
Replies: 1
Views: 2720

User's Guide Feedback

This is just something very small, but i thought as the docs are growing we users might spot one or two things in the future and could post them here. :)

under "GLSLShader" there is an old link http://glsl.heroku.com. they seem to be at http://glslsandbox.com/ now.
by blackdot
Thu Mar 26, 2015 9:13 am
Forum: General Discussion
Topic: Magic Window Always Processing?
Replies: 7
Views: 5681

Re: Magic Window Always Processing?

So it's this quaternion thingy thats very resource intensive? I mean the 970 should be up to this. I could verify this on my 980 but i doubt it'll be much faster than on the 970. \\edit: did a test anyway. win7 64bit, gtx980 here. with the quaternion.txt the fps are between 43 and 60. it drops perio...
by blackdot
Wed Mar 25, 2015 12:34 pm
Forum: General Discussion
Topic: custom glsl shader 'video height' makes round stuff oval
Replies: 2
Views: 3775

Re: custom glsl shader 'video height' makes round stuff oval

Aah. Is it due to the ingoing resolution not being square?
by blackdot
Wed Mar 25, 2015 11:19 am
Forum: General Discussion
Topic: custom glsl shader 'video height' makes round stuff oval
Replies: 2
Views: 3775

custom glsl shader 'video height' makes round stuff oval

hi. played around with the custom glsl video height.txt shader eric. it's pretty neat using the waveform and such. however i've found something odd (at least for me). i used this input: videoH01.jpg which turns out to look great with trails and the video height shader: videoH02.jpg BUT it turns out ...
by blackdot
Tue Mar 24, 2015 9:46 am
Forum: Feature Requests
Topic: Sync start times between multiple Magic servers
Replies: 9
Views: 6147

Re: Sync start times between multiple Magic servers

That sounds useful for non live audio events. Like some installation or something.
by blackdot
Tue Mar 24, 2015 12:00 am
Forum: General Discussion
Topic: video textures?
Replies: 11
Views: 7091

Re: video textures?

fog would be pretty cool. that way new objects could *fade in* from the distance. then we'd only need a capable and flexible particle emitter :). but i said that already. i'll be patient and shut up now :D .
by blackdot
Mon Mar 23, 2015 11:55 pm
Forum: User-Submitted Videos
Topic: blackdot's experiments
Replies: 5
Views: 5835

Re: blackdot's experiments

ah i just figured out how to use your chromakey glsl shader, didnt know about it yet. yeah that's pretty cool. i had actually removed the greenscreen in a video editing program, unknowing me :D. with an isf>singlepass>exposure adjust you'll get the dancer also almost totally white-ish. that's a cool...
by blackdot
Mon Mar 23, 2015 8:34 pm
Forum: User-Submitted Videos
Topic: blackdot's experiments
Replies: 5
Views: 5835

blackdot's experiments

been doing a lot of tests and experiments leading up to an event in july where i'll do visuals for two friends who control the dj set. thought i'd post them here. to avoid youtube music trouble i'll use my mega account. hope that's not too big a hassle. i'm all ears for free in-browser solutions. th...
by blackdot
Mon Mar 23, 2015 8:21 pm
Forum: General Discussion
Topic: video textures?
Replies: 11
Views: 7091

Re: video textures?

yeah that, but without programming and native support in magic :D .
by blackdot
Mon Mar 23, 2015 6:50 pm
Forum: Feature Requests
Topic: Sync start times between multiple Magic servers
Replies: 9
Views: 6147

Re: Sync start times between multiple Magic servers

ah you mean for a less active performance where you just let the playlists run but the playlists are synchronised in terms of hopping to a new scene?
by blackdot
Mon Mar 23, 2015 5:45 pm
Forum: Feature Requests
Topic: Sync start times between multiple Magic servers
Replies: 9
Views: 6147

Re: Sync start times between multiple Magic servers

not sure if i understood you correctly: basically multiple computers each with their magic instance and projector, but sharing the same data on audio analysis and midi inputs?

advantages: able to use multiple medium computers instead of one hardcore one?
by blackdot
Sat Mar 21, 2015 8:48 am
Forum: General Discussion
Topic: bug or feature? alpha channel ignored when background black
Replies: 10
Views: 11571

Re: bug or feature? alpha channel ignored when background bl

Thanks. Never heard of either container nor codec :). But yeah those royalty free footage platforms dont support imgseqs. I often noticed them offering masks though where at the end of a clip, it's extended by a masked version of it. Sincr your codec is also lostless i doubt my exports will get much...
by blackdot
Wed Mar 18, 2015 9:04 am
Forum: General Discussion
Topic: video textures?
Replies: 11
Views: 7091

Re: video textures?

While we're at it: more than one light source, dynamic shadows :)
by blackdot
Tue Mar 17, 2015 8:13 am
Forum: General Discussion
Topic: is it possible to do this with the modifiers?
Replies: 2
Views: 3938

is it possible to do this with the modifiers?

"change value to 0 unless the value was greater than 0.3 AND smaller than 0.4" so that the value is only not 0 between 0.3 and 0.4? As far as i figured out the gate modifier would work for the first value: "if value is less than 0.3 make it 0, if greater, leave it unchanged". is ...
by blackdot
Mon Mar 16, 2015 11:10 pm
Forum: General Discussion
Topic: video textures?
Replies: 11
Views: 7091

Re: video textures?

Video texturing isn't directly supported on models (yet). It's definitely something I plan on adding though. Ah awesom! But one thing you can try is masking a video onto a model, as I demonstrated in this post: http://magicmusicvisuals.com/forums/viewtopic.php?f=2&t=251&start=10#p967 yeah t...
by blackdot
Mon Mar 16, 2015 11:48 am
Forum: General Discussion
Topic: video textures?
Replies: 11
Views: 7091

video textures?

are video textures for the 3d models supported somehow?

Also did i get that right that apart from a basic diffuse colour other things like specular map or bump map and so on (reflection, translucency, subsurface scattering, normalmap...) arent supported?
by blackdot
Sun Mar 15, 2015 11:52 pm
Forum: General Discussion
Topic: issue with looping small videos
Replies: 8
Views: 7465

Re: issue with looping small videos

i have to add something here. of the two "loop-friendly" codecs, the png-video codec seems to produce rather lostless results. i just made a very colourful 4 second 720p clip which got 250mb big. so the flash-video codec seems to be the one to use as it actually compresses the video (ugly ...
by blackdot
Sat Mar 14, 2015 7:34 am
Forum: Feature Requests
Topic: Module concetps borrowed from modular analog synthesis
Replies: 5
Views: 5103

Re: Module concetps borrowed from modular analog synthesis

i imagine that simething like a "cooldown" period. If the value hits 1 it then goes back to 0 and doesnt respond before the cooldown period is over. That would probably need 3 values: threshold for the cooldown to be triggered, duration if the cooldown and speed to go to 0 after triggering.
by blackdot
Thu Mar 12, 2015 7:04 am
Forum: General Discussion
Topic: bug or feature? alpha channel ignored when background black
Replies: 10
Views: 11571

Re: bug or feature? alpha channel ignored when background bl

what container and codec are you using for your videos with alpha? as far as i understand image-sequences with alpha are much more often used in compositing, no? at least in non-realtime stuff. anyway glad to see, i'm not the only one, so scratch my previous statement. in that case a toggle for the ...
by blackdot
Wed Mar 11, 2015 11:32 pm
Forum: General Discussion
Topic: bug or feature? alpha channel ignored when background black
Replies: 10
Views: 11571

Re: bug or feature? alpha channel ignored when background bl

hmm. the clip i initially made, acuatlly was with premultiplied alpha. at least i think this is what the "film>transparent (premultiplied blabla)" setting does. the wiki link you posted states "The Transparent option remains unchanged, when it is enabled a render with premultiplied al...
by blackdot
Wed Mar 11, 2015 9:15 pm
Forum: General Discussion
Topic: bug or feature? alpha channel ignored when background black
Replies: 10
Views: 11571

Re: bug or feature? alpha channel ignored when background bl

without premultiplied alpha, the video file doesnt seem to include an alpha channel. it looks like this then: 2015-03-11_2205.png even using a colour HSB node and putting "alpha" to 0 doesnt help (dont know if it's supposed to though). \\Edit: wow that was quick. your temp fix as glsl modu...
by blackdot
Wed Mar 11, 2015 6:42 pm
Forum: General Discussion
Topic: bug or feature? alpha channel ignored when background black
Replies: 10
Views: 11571

bug or feature? alpha channel ignored when background black

made a small animation with an alpha channel in blender bug.jpg to use it as a video file in magic. works fine and as expected, but only as long as i dont have a black background. if there is a black background (black polygon or nothing), the fading of the object isnt visible anymore. made a little ...
by blackdot
Mon Mar 09, 2015 6:13 pm
Forum: Feature Requests
Topic: Module concetps borrowed from modular analog synthesis
Replies: 5
Views: 5103

Re: Module concetps borrowed from modular analog synthesis

Eric wrote:For now I'm hoping people will be able to achieve a decent level of control by using external MIDI software/hardware.
midi contolling the modifiers themselves would help greatly in that direction. :mrgreen:

Delay and other logic stuff would be awesome.
by blackdot
Sat Mar 07, 2015 12:38 pm
Forum: General Discussion
Topic: merging projectors with multi-display-adapters
Replies: 16
Views: 11299

Re: merging projectors with multi-display-adapters

Thanks for the clarufication. Generally speaking, do you know if displayport will supercede hdmi?
by blackdot
Wed Feb 18, 2015 5:22 pm
Forum: Feature Requests
Topic: 3D models: animation support
Replies: 7
Views: 12640

3D models: animation support

Magic supports already a ton of 3d model formats. Some of those also incapsulate animations. It would be cool if magic was able to support this. Afaik .x and collada already support animations and/or even armatures/ bones. There may be more formats of the ones magic supports. It could be handeled si...
by blackdot
Sun Feb 08, 2015 1:49 pm
Forum: General Discussion
Topic: trying out the new beatclock input feature from the beta
Replies: 12
Views: 9211

Re: trying out the new beatclock input feature from the beta

In traktor there are apparently no "modifiers" or such for the midi clock. only other types of midi messages. so not possible to send out the beatclock half as fast or so. actually changing the bpm would also change the music, so no change at all so to speak.
by blackdot
Fri Feb 06, 2015 11:18 pm
Forum: General Discussion
Topic: trying out the new beatclock input feature from the beta
Replies: 12
Views: 9211

Re: trying out the new beatclock input feature from the beta

You can actually use modifiers to accomplish both those things. To make it go twice as fast, add a Scale modifier with a value of 2, and then a Wrap modifier (with the default 1.0). To offset it by half a beat, add an Offset modifier with a value of .5, and then a Wrap modifier (1.0). It all works ...
by blackdot
Thu Feb 05, 2015 10:47 pm
Forum: General Discussion
Topic: merging projectors with multi-display-adapters
Replies: 16
Views: 11299

Re: merging projectors with multi-display-adapters

you're a genious eric. it works perfectly :D . i didn't know about this feature, apparently it's been around for a while now. made a quick test: https://www.youtube.com/watch?v=Ncjd0DJuIbo&feature=youtu.be . i'll make a quick guide for other users. \\Edit: guide for nvidia surround. make n monit...
by blackdot
Thu Feb 05, 2015 1:05 am
Forum: General Discussion
Topic: merging projectors with multi-display-adapters
Replies: 16
Views: 11299

merging projectors with multi-display-adapters

anyone made any experience with this? i found these "graphic extension modules" from matrox which apparently merge multiple monitors to "one big screen" that you can plug into your gpu output. http://www.multi-monitors.com/product_p/dh2go-2.htm . this may be a great way to use mu...
by blackdot
Wed Feb 04, 2015 11:51 pm
Forum: General Discussion
Topic: trying out the new beatclock input feature from the beta
Replies: 12
Views: 9211

Re: trying out the new beatclock input feature from the beta

indeed your right with using only a range of 127 steps, i'd still be restricted to full numbers then though. that'll depend on what kind of music we're going to play (and how). for the hypothetical new feature: a delay of a few beats until the new speed is adopted would indeed not matter much in my ...
by blackdot
Wed Feb 04, 2015 9:06 pm
Forum: General Discussion
Topic: trying out the new beatclock input feature from the beta
Replies: 12
Views: 9211

Re: trying out the new beatclock input feature from the beta

did try again to get a static BPM from traktor into magic and it's quite frustrating. i was able to manage it "somewhat", but the problem is that midi is restricted to 127 numbers. deviding a bpm range from 40 to 200 into 127 steps, gives ugly numbers obviously. while 40 is 40 and 200 is 2...
by blackdot
Wed Feb 04, 2015 7:52 pm
Forum: General Discussion
Topic: glut32.dll is missing
Replies: 7
Views: 6194

Re: glut32.dll is missing

aah that's why. didnt know, thanks.
by blackdot
Wed Feb 04, 2015 7:09 pm
Forum: General Discussion
Topic: glut32.dll is missing
Replies: 7
Views: 6194

Re: glut32.dll is missing

yes, that makes sense of course. they were in my "additional module folder" all along though, which didnt seem to do the trick. magic was able to detect the plugin itself, but not the other dlls. maybe because they're "supporting" dll's somehow? here's how it looks http://screenc...
by blackdot
Wed Feb 04, 2015 11:36 am
Forum: General Discussion
Topic: glut32.dll is missing
Replies: 7
Views: 6194

Re: glut32.dll is missing

thanks. in fact i already had specified an "additional module folder" where i have all my external GLSL's and FFGL's. copying those supporting dll's into the magic directory has solved the issue.
by blackdot
Tue Feb 03, 2015 11:38 pm
Forum: General Discussion
Topic: trying out the new beatclock input feature from the beta
Replies: 12
Views: 9211

Re: trying out the new beatclock input feature from the beta

Thanks a lot eric. Thats exactly the math wizardry i wasnt able to achieve on my own :).
by blackdot
Tue Feb 03, 2015 8:28 pm
Forum: General Discussion
Topic: trying out the new beatclock input feature from the beta
Replies: 12
Views: 9211

Re: trying out the new beatclock input feature from the beta

Would it also be possible to have the pulse twice as much? Like having twice the beats? ( 1010/1010 instead of 1000/1000, 1 being a beat and 0 none in a hypothetical 4/4 rhytm) or to offset it by a half beat to 0010/0010. Or would such things have to be done at the sender side?
by blackdot
Tue Feb 03, 2015 1:56 pm
Forum: General Discussion
Topic: glut32.dll is missing
Replies: 7
Views: 6194

glut32.dll is missing

i wanted to try out this (http://resolume.com/blog/7610 ) FFGL plugin, however when i start magic (the 32bit version), an error pops up "glut32.dll is missing, try reinstalling the program". I quickly reinstalled magic 32bit but to no avail. I also searched my computer for that dll and fou...
by blackdot
Tue Feb 03, 2015 10:24 am
Forum: General Discussion
Topic: FPS drop when using fullscreen AND the small output window
Replies: 3
Views: 3343

Re: FPS drop when using fullscreen AND the small output wind

i have a gtx 660 with 2gb of vram. the drop happens in a scene with 3 overlapping video loops , the whole scene runs in 1280x720. If i only use one fullscreen output it has nice 60fps. if i use the small output aswell it drops to about 36 fps. it says i still have 1.7 gb of vram free though. if i re...
by blackdot
Mon Feb 02, 2015 2:36 am
Forum: General Discussion
Topic: FPS drop when using fullscreen AND the small output window
Replies: 3
Views: 3343

FPS drop when using fullscreen AND the small output window

At some point the small output window was added in addition to the fullscreen output. while it's a useful feature I noticed quite the fps drop, when I'm using it. it's not a problem, as it can be turned off, i wanted to ask however if i'm using it incorrectly. I could deduce that two outputs use mor...
by blackdot
Wed Jan 28, 2015 8:38 pm
Forum: Feature Requests
Topic: image and video module: load random img/video
Replies: 10
Views: 7273

Re: image and video module: load random img/video

ah yes that sounds very good. then you could hook the opacity of other video modules to it or somehow like that. maybe it's the start of a full fledged circuitry with boolean and other operators :).
by blackdot
Wed Jan 28, 2015 8:16 pm
Forum: Feature Requests
Topic: image and video module: load random img/video
Replies: 10
Views: 7273

Re: image and video module: load random img/video

Well, the Playlist itself can do most of that, for example if you just have one video or image per scene. Then you can navigate forward, backward, or to a specific scene. There is also a Randomize option for Auto-advance in the Playlist. Yes, but as you said, that only works when you have only the ...
by blackdot
Wed Jan 28, 2015 10:28 am
Forum: Feature Requests
Topic: image and video module: load random img/video
Replies: 10
Views: 7273

image and video module: load random img/video

have the image and video module load a random new image/video from a prespecified (and maybe preloaded) list upon input.

Example upon "goto start", the image module loads a new image.
by blackdot
Sat Jan 24, 2015 3:48 am
Forum: Feature Requests
Topic: null/bypass module
Replies: 4
Views: 4824

Re: null/bypass module

afaik the possibility to bypass modules with midi is coming soon enough. http://magicmusicvisuals.com/forums/vie ... ?f=2&t=311 :)
by blackdot
Sat Jan 24, 2015 3:46 am
Forum: General Discussion
Topic: trying out the new beatclock input feature from the beta
Replies: 12
Views: 9211

Re: trying out the new beatclock input feature from the beta

ah so the beat clock is more like a metronome going from 1 to 0 but with each beat? that would still be cool for other stuff. your link sounds promising. looking into it. thanks
by blackdot
Sat Jan 24, 2015 3:43 am
Forum: General Discussion
Topic: screencasting the magic output
Replies: 10
Views: 7209

Re: screencasting the magic output

hm i think the source is also 30fps. maybe only 24 though. shadowplay also works with 60fps capture, but i put it to 30 because i assumed it would save ressources. i'll try with 60.
by blackdot
Fri Jan 23, 2015 4:29 pm
Forum: General Discussion
Topic: Wireless midi controller
Replies: 5
Views: 4895

Re: Wireless midi controller

that's pretty cool. imagine even if you'd do visuals for a drummer, and he would have accelometers on his hands and you could use that to influence visuals in addition to the sounds he makes. :o
by blackdot
Fri Jan 23, 2015 1:26 am
Forum: General Discussion
Topic: trying out the new beatclock input feature from the beta
Replies: 12
Views: 9211

trying out the new beatclock input feature from the beta

i tried to send a midi beatclock from traktor to magic via LoopBe1(found here under 'other useful thirdparty stuff' http://magicmusicvisuals.com/resources). and it works, which is awesome. tried to apply it on the speed parameter of the video module. the beatclock seems to produce values like the ra...
by blackdot
Thu Jan 22, 2015 9:35 pm
Forum: General Discussion
Topic: Wireless midi controller
Replies: 5
Views: 4895

Re: Wireless midi controller

looks interesting. can you actually use the motion sensors for stuff with magic?
by blackdot
Thu Jan 22, 2015 5:42 pm
Forum: General Discussion
Topic: How soon are these features coming?
Replies: 5
Views: 5278

Re: How soon are these features coming?

ok :D i get that. it's done when it's done.
by blackdot
Thu Jan 22, 2015 4:15 pm
Forum: General Discussion
Topic: screencasting the magic output
Replies: 10
Views: 7209

Re: screencasting the magic output

the newest version of geforce experience allows for "desktop capturing", which also captures magic. capturing itself works very well, also no fps drop in magic. HOWEVER there seems to be a slight stuttering on the recording. it seems to stutter periodically, in fact it may correlate with t...
by blackdot
Thu Jan 22, 2015 1:58 pm
Forum: General Discussion
Topic: How soon are these features coming?
Replies: 5
Views: 5278

Re: How soon are these features coming?

What about multiple outputs for multiple monitors/projectors?
by blackdot
Mon Jan 19, 2015 5:41 pm
Forum: General Discussion
Topic: How soon are these features coming?
Replies: 5
Views: 5278

Re: How soon are these features coming?

Yay, awesome. Thanks :).
by blackdot
Mon Jan 19, 2015 4:14 pm
Forum: General Discussion
Topic: How soon are these features coming?
Replies: 5
Views: 5278

How soon are these features coming?

Hey there. i just wanted to politely ask if the following features are coming in the near future:

- bypassing modules with midi
- bypassing modifiers with midi
- controlling modifiers with midi

Because my nano kontrol 2 got here and now i can unleash the full power of knobs and sliders :).
by blackdot
Sun Jan 18, 2015 11:38 pm
Forum: General Discussion
Topic: screencasting the magic output
Replies: 10
Views: 7209

Re: screencasting the magic output

I dont own any other vj apps. i could try digging out puredata and vvvv again though.
by blackdot
Sun Jan 18, 2015 12:49 pm
Forum: General Discussion
Topic: screencasting the magic output
Replies: 10
Views: 7209

Re: screencasting the magic output

do you mean shadowplay in general with a random game or with magic? because i couldnt get it to work with magic. with games you just have to turn it on on the nvidia experience settings and then the icon shows up in a corner when you start the game.
by blackdot
Sun Jan 18, 2015 12:44 pm
Forum: User-Submitted Videos
Topic: viz to my track "Controlling Transmission"
Replies: 9
Views: 8993

Re: viz to my track "Controlling Transmission"

Ok, thanks very much. I'll have to tesr how this works with blender.
by blackdot
Sat Jan 17, 2015 9:42 pm
Forum: User-Submitted Videos
Topic: viz to my track "Controlling Transmission"
Replies: 9
Views: 8993

Re: viz to my track "Controlling Transmission"

Thanks a lot for elaborating. One thing i dont understand is how you got a texture on the model. Does .obj include a texture and uv map and magic understands both componenta? In early tests of mine i could only influence the diffuse colour of an object but nothing else. It may very well be that i di...
by blackdot
Fri Jan 16, 2015 10:15 pm
Forum: User-Submitted Videos
Topic: viz to my track "Controlling Transmission"
Replies: 9
Views: 8993

Re: viz to my track "Controlling Transmission"

quite cool.may i ask how you managed to line up the satellite dishes with the music? looks very good :)
by blackdot
Fri Jan 16, 2015 7:15 pm
Forum: Feature Requests
Topic: 3D models: vertex manipulation
Replies: 1
Views: 3764

3D models: vertex manipulation

Have selected vertices of an object for manipulation by midi/music input. An example workflow could be: select the vertices you want to affect, save that selection (eg as "vertexgroup 1"), select vertexgroup 1, choose a direction of translation (x/y/z/normal), hook up the "distance&qu...
by blackdot
Fri Jan 16, 2015 11:01 am
Forum: General Discussion
Topic: screencasting the magic output
Replies: 10
Views: 7209

Re: screencasting the magic output

read up on it a bit. apparently shadowplay is so tightly integrated, that it can be allowed to "always" capture the last 20 minutes temporarily in one mode. without having any significant fps drops. i'd assume amd has something equal, dont know though. i guess external hardware solutions c...
by blackdot
Thu Jan 15, 2015 8:04 pm
Forum: Tutorials, etc.
Topic: Some fun effects shaders for the GLSLShader module
Replies: 37
Views: 259305

Re: Some fun effects shaders for the GLSLShader module

hey thanks a lot eric. opacity is really useful. theyre all quite useful actually. no idea if this is way too much to ask or really simple (or you if you even do take requests ^^), but can you do bloom? :) (as in this: https://udn.epicgames.com/Three/Bloom.html ). x could influence the intensity, an...
by blackdot
Thu Jan 15, 2015 7:43 pm
Forum: General Discussion
Topic: screencasting the magic output
Replies: 10
Views: 7209

screencasting the magic output

Has anyone made any experience with using screencasting software (eg like camstudio) to capture your live performance? Will it even work? Is there a big additional drop in fps? Also Eric, do you know about nvidia shadowplay and how it apparently saves the gpu output to disk during gaming without fps...
by blackdot
Thu Jan 15, 2015 7:34 pm
Forum: Feature Requests
Topic: have more "starting points" for the video module
Replies: 4
Views: 4508

Re: have more "starting points" for the video module

about your edit: i'll try that too. i'm still waiting for the delivery of the korg nano kontrol 2 to try stuff out. dont know if i can send a specific value, in this case e.g. 4 (for 4 seconds), so the start/end time jumps to 4. if that's possible, it would equal my initial request.
by blackdot
Thu Jan 15, 2015 10:32 am
Forum: Feature Requests
Topic: have more "starting points" for the video module
Replies: 4
Views: 4508

Re: have more "starting points" for the video module

Hmm i see. The reason this came up is because im trying to use video snippets as different components of the whole image. I guess i could stack the same clips on top of each other and work with making then visible/invisible. I assume it should be possible to make the underlying invisible, the overly...
by blackdot
Wed Jan 14, 2015 11:43 am
Forum: Feature Requests
Topic: have more "starting points" for the video module
Replies: 4
Views: 4508

have more "starting points" for the video module

I would find it very useful if we could define more than one starting points for the video modules. They would each have their respective "go to start" triggers. Also you would be able to loop the inbetween times. Eg loop the clip from start 1 to start 2. Or start 2 to start 3. Or even 1 t...
by blackdot
Thu Dec 25, 2014 9:17 pm
Forum: User-Submitted Videos
Topic: Monstercat-inspired Starfield/Spectrum
Replies: 2
Views: 4189

Re: Monstercat-inspired Starfield/Spectrum

Very sleek but awesome. I like it
by blackdot
Sun Dec 21, 2014 11:08 am
Forum: General Discussion
Topic: trouble grasping those shaders
Replies: 9
Views: 6202

Re: trouble grasping those shaders

looks very cool aswell. this is just an environment where one can write c++ stuff?
by blackdot
Sat Dec 20, 2014 8:09 am
Forum: Feature Requests
Topic: Annotation - keep visible when module minimised (option)
Replies: 3
Views: 5497

Re: Annotation - keep visible when module minimised (option)

In blender you can pull up custom-colored and -named areas behind your existing nodes to visually distinguish parts of your noodling better. This thing called "frame" :wiki.blender.org/uploads/f/f5/26-Manual-Layout-Nodes.png Further you have the ability to rename your nodes so when minimiz...
by blackdot
Sat Dec 20, 2014 7:58 am
Forum: General Discussion
Topic: trouble grasping those shaders
Replies: 9
Views: 6202

Re: trouble grasping those shaders

Thanks a lot for the clearup eric. In that case i think i'll better stick to the high level lamguages first.theres still that c# intro ebook i should finish and im very interested in python. :) glsl here i come, in a few years :P
by blackdot
Fri Dec 19, 2014 10:09 pm
Forum: General Discussion
Topic: trouble grasping those shaders
Replies: 9
Views: 6202

Re: trouble grasping those shaders

Thanks for the clearup on ffgl. I really am curious about those shaders. In your example those 900'000 times calculating the shader is that done parallel then? Each pixel at the same time? You say they bypass meshes and stuff, but they still make vertices and polygons? But on the fly? What would be ...
by blackdot
Thu Dec 18, 2014 1:49 am
Forum: General Discussion
Topic: trouble grasping those shaders
Replies: 9
Views: 6202

trouble grasping those shaders

I've been looking a lot at the shaders at shadertoy.com and was wondering: theyre written in GLSL right? how does that differ to FFGL plugins, and how do they create entire 3d models with just a few lines of code? there's all that abstract procedural stuff, but there are also pianos, walking charact...
by blackdot
Thu Dec 18, 2014 12:01 am
Forum: General Discussion
Topic: what hardware is recommended to get more mic inputs?
Replies: 7
Views: 5522

Re: what hardware is recommended to get more mic inputs?

nono you got me right, Eric. i dont want to do any recording, just more inputs for live performance. be it a sound card or one of those usb devices.
by blackdot
Wed Dec 17, 2014 11:31 am
Forum: General Discussion
Topic: what hardware is recommended to get more mic inputs?
Replies: 7
Views: 5522

Re: what hardware is recommended to get more mic inputs?

awesome, thanks a lot. this really helps a lot. as i'm not from a music background, i have no clue about this stuff. thanks :mrgreen: \\Edit: so the Focusrite Scarlett 18i20 seems to be the best in this case? 18 inputs and only about 500$, while the OCTA-CAPTURE ua-1010 only seems to have 4 inputs b...
by blackdot
Tue Dec 16, 2014 6:15 pm
Forum: General Discussion
Topic: what hardware is recommended to get more mic inputs?
Replies: 7
Views: 5522

Re: what hardware is recommended to get more mic inputs?

thanks a lot Eric!! this brings me one step closer :D
by blackdot
Tue Dec 16, 2014 12:08 am
Forum: General Discussion
Topic: what hardware is recommended to get more mic inputs?
Replies: 7
Views: 5522

what hardware is recommended to get more mic inputs?

as my computer only has 2 microphone inputs i wanted to see what options one might have for adding more. i really dont know much about all those audio devices, so i'd like to get some reassurance from you guys. at first i was looking for soundcards with multiple inputs, but wasnt that lucky. i had m...
by blackdot
Mon Dec 15, 2014 10:37 pm
Forum: General Discussion
Topic: is this midi device going to work with magic?
Replies: 11
Views: 6847

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

just stumbeled upon this: http://www.korg.com/us/products/controllers/nanokontrol2/ where i live, i can buy this for 54$, and it has even more buttons than the akai. the akai has 8 buttons and 8 knobs. this korg thingy has 8 knobs, 24 buttons and even 8 sliders. i assume of course that i wouldnt hav...
by blackdot
Mon Dec 08, 2014 3:14 pm
Forum: General Discussion
Topic: how many different live audio signals can magic handle?
Replies: 10
Views: 6487

Re: how many different live audio signals can magic handle?

I imagine the "tone" and "pitch" work much better with single instrument inputs?
by blackdot
Mon Dec 08, 2014 10:49 am
Forum: Feature Requests
Topic: more 3D modules?
Replies: 6
Views: 6267

Re: more 3D modules?

+1 for better particle system and arrays :)


Theres also blendswap.com which has tons of free models for the free 3d software blender. You have to keep in mind the creative commons licences though.
by blackdot
Sun Dec 07, 2014 11:15 am
Forum: General Discussion
Topic: how many different live audio signals can magic handle?
Replies: 10
Views: 6487

Re: how many different live audio signals can magic handle?

It's a pun AND an acronym XD, Awesome.


But thats pretty good news then, thanks.

So freqzency analysis isnt very ressource intensive after all?
by blackdot
Sat Dec 06, 2014 9:08 pm
Forum: General Discussion
Topic: how many different live audio signals can magic handle?
Replies: 10
Views: 6487

how many different live audio signals can magic handle?

So far i used magic only with one mic input. Works very well and any delay is no recognizable. Now i can only imagine but i guess frequency analysis is not that simple. How will magic perform if i had 10 mic inputs and on all of those came in different signals? It would be pretty great for a band wh...
by blackdot
Tue Dec 02, 2014 2:52 pm
Forum: General Discussion
Topic: is this midi device going to work with magic?
Replies: 11
Views: 6847

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

yeah the price seems awesome. i think i'd rather buy this, than do it myself :D.
by blackdot
Mon Dec 01, 2014 7:58 pm
Forum: General Discussion
Topic: is this midi device going to work with magic?
Replies: 11
Views: 6847

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

what up. new gig with friends up next year. have be better prepared than the spontanious experiment last time. a virtual midi device used with the mouse and keyboard just isnt the same as a physical one (because of the knobs) ^^. and this one looks pretty cool because as said has buttons and knobs a...
by blackdot
Sun Nov 30, 2014 3:02 pm
Forum: General Discussion
Topic: is this midi device going to work with magic?
Replies: 11
Views: 6847

is this midi device going to work with magic?

hello I'm currently thinking about buying a midi controller and wanted to make sure it's gonna work with magic. it's this: http://www.akaipro.com/product/lpd8#overview basically it has 8 buttons and 8 knobs and is connected via usb. i find it nice because it only has buttons and knobs and no other n...
by blackdot
Tue Nov 18, 2014 4:35 pm
Forum: User-Submitted Videos
Topic: "RETRO VISUAL MUSIC" patch
Replies: 1
Views: 4675

Re: "RETRO VISUAL MUSIC" patch

that's really cool. i like how you switch to different layouts depending on the musical content.
by blackdot
Tue Nov 18, 2014 4:32 pm
Forum: General Discussion
Topic: optimize video Card
Replies: 9
Views: 9198

Re: optimize video Card

It could be very interesting to know which settings you recommend for nvidia Gpu control panel, I must admit I understand just a few of the options, and I'm sure some other users are like me, that'es really technical ! i have my nvidia settings on default. many values are "application controll...
by blackdot
Mon Nov 17, 2014 8:55 am
Forum: Feature Requests
Topic: accumulated feedback
Replies: 12
Views: 11187

Re: accumulated feedback

Uhm this would be open to what is the most useful i guess :). But i think one should be able to add subscene1 of scene1 to subscene1 of scene2 via the scene node. In principal the same is already possible. Make two scenes, combine them in two other scenes. Im talking only about grouping/branching th...
by blackdot
Sun Nov 16, 2014 9:43 pm
Forum: Feature Requests
Topic: UI suggestions
Replies: 29
Views: 23873

UI suggestions

hello, i thought we could gather suggestion on user interface improvements here, ways to make the workflow more efficient and intuitive. Including shortcuts. - middle mouse button for panning (already said that in another thread, i know :)) - add shortcuts to the context menu like other softwares do...
by blackdot
Sat Nov 15, 2014 10:37 pm
Forum: General Discussion
Topic: optimize video Card
Replies: 9
Views: 9198

Re: optimize video Card

i think magic is more like a game engine. and with games, the gpu load is usually maxed out, i dont think there's any harm in that, as they are made for that. they shouldnt overheat of course, but with adequate cooling, they wont. this may just be my opinion, but i think vsync is always a must, so y...
by blackdot
Sat Nov 15, 2014 10:24 pm
Forum: Feature Requests
Topic: accumulated feedback
Replies: 12
Views: 11187

Re: accumulated feedback

no, i meant branched as in a usual file browser. in this case horizontally.

i made two drawings to clarify. i hope they are self explanatory :) (open them in a new tab)
branch.png
branch.png (200.77 KiB) Viewed 9578 times
unfolding.png
unfolding.png (31.31 KiB) Viewed 9578 times
by blackdot
Fri Nov 14, 2014 2:03 pm
Forum: General Discussion
Topic: supported GPU's
Replies: 2
Views: 3099

Re: supported GPU's

Okay. Theres no hurry, im low on cash anyway :D
by blackdot
Wed Nov 12, 2014 10:28 pm
Forum: Feature Requests
Topic: accumulated feedback
Replies: 12
Views: 11187

Re: accumulated feedback

when i saw your tutorial about using scenes in other scenes, i remembered a suggestion I had about this: It would be useful if you could group scenes. That way you could seperate those scenes, which you use just as templates for others, and then those which you are actually going to use for your per...
by blackdot
Wed Nov 12, 2014 10:19 pm
Forum: Feature Requests
Topic: BPM clock - automatic or manual (or resync clips to bpm)
Replies: 32
Views: 25607

Re: BPM clock - automatic or manual (or resync clips to bpm)

glad that there is progress on this. eager to see what you are coming up with Eric :).