That's a bit weird considering nothing else has a problem with the same videos as Ive tried. But cheers.pekbro wrote: Tue Jul 19, 2022 11:03 am btw: if the mp4 video's are not being loaded or displayed correctly in Imaginando's VS, you can try to install the codecs from the LAVFilters package. Chances are that will correct the issue. This was the recommended fix from their support btw.
https://github.com/Nevcairiel/LAVFilters/releases
-Cheers
Poll : Would KVR benefit from a video tools forum?
- Beware the Quoth
- Topic Starter
- 35431 posts since 4 Sep, 2001 from R'lyeh Oceanic Amusement Park and Funfair
An idiot on Set Theory:
"In some cases there is an object called red that contains everything that is red. In much the same way a pot is a plate."
"In some cases there is an object called red that contains everything that is red. In much the same way a pot is a plate."
- addled muppet weed
- 111242 posts since 26 Jan, 2003 from through the looking glass
even weirder, it records them fine as well, to play in other apps, but won't playback it's own recordingswhyterabbyt wrote: Tue Jul 19, 2022 1:16 pmThat's a bit weird considering nothing else has a problem with the same videos as Ive tried. But cheers.pekbro wrote: Tue Jul 19, 2022 11:03 am btw: if the mp4 video's are not being loaded or displayed correctly in Imaginando's VS, you can try to install the codecs from the LAVFilters package. Chances are that will correct the issue. This was the recommended fix from their support btw.
https://github.com/Nevcairiel/LAVFilters/releases
-Cheers
thanks pekbro, will give that a try too!
- KVRAF
- 8465 posts since 29 Sep, 2010 from Maui
Still farting around, this is a guitar piece called Red Shift, so there is an image of my guitar,
that shifts to red. Haha, clever no?
This is that same noise function from the other video, but I changed some of the math
in it. An easy thing you can try is to change the math functions in various places.
E.g. change cos, to sin, asin, tan, abs, exp etc. Many times it will afford dramatic
changes without you're having to understand what's going on at all.
You can also swap out noise functions:
For example: These are 2 completely different functions
for fbm noise (fbm and fbm1), they can both exist in the
same shader because they have different names. So when ever
fbm noise is called in a procedure, you can use either
version and very probably it will work.
begin procedure:
float fbm(vec2 n)
{
float total = 0.0;
float amplitude = 0.1;
float b = floor(0.5);
for (int i=0; i<12; i++)
{
total += noise(n)*amplitude;
n = m*n;
amplitude *= 0.4;
b -= 1.0;
if (b <= 0.0)
break;
}
return total;
}
end:
begin procedure:
float fbm1(vec2 n){
float total=1.,amplitude=2.5;
for(int i=0;i<18;i++){
total+=noise(n)*amplitude;
n+=n;
amplitude*=.45;
}
return total;
}
end:
One place to change it would be when it's assigned in the main procedure,
e.g. after void main().
looks like this:
float q = fbm(st * 0.5); or float q = fbm1(st * 0.5);
either will work correctly and return different results.
https://vimeo.com/731527409
that shifts to red. Haha, clever no?
This is that same noise function from the other video, but I changed some of the math
in it. An easy thing you can try is to change the math functions in various places.
E.g. change cos, to sin, asin, tan, abs, exp etc. Many times it will afford dramatic
changes without you're having to understand what's going on at all.
You can also swap out noise functions:
For example: These are 2 completely different functions
for fbm noise (fbm and fbm1), they can both exist in the
same shader because they have different names. So when ever
fbm noise is called in a procedure, you can use either
version and very probably it will work.
begin procedure:
float fbm(vec2 n)
{
float total = 0.0;
float amplitude = 0.1;
float b = floor(0.5);
for (int i=0; i<12; i++)
{
total += noise(n)*amplitude;
n = m*n;
amplitude *= 0.4;
b -= 1.0;
if (b <= 0.0)
break;
}
return total;
}
end:
begin procedure:
float fbm1(vec2 n){
float total=1.,amplitude=2.5;
for(int i=0;i<18;i++){
total+=noise(n)*amplitude;
n+=n;
amplitude*=.45;
}
return total;
}
end:
One place to change it would be when it's assigned in the main procedure,
e.g. after void main().
looks like this:
float q = fbm(st * 0.5); or float q = fbm1(st * 0.5);
either will work correctly and return different results.
https://vimeo.com/731527409
- addled muppet weed
- 111242 posts since 26 Jan, 2003 from through the looking glass
i understood the first paragraph.
after that, it all went weird and i got lost
video was cool though.
i think im actually starting to understand layers n stuff a bit more now, less just throwing stuff at the wall and seeing what happens, more choosing what i want!!
after that, it all went weird and i got lost
video was cool though.
i think im actually starting to understand layers n stuff a bit more now, less just throwing stuff at the wall and seeing what happens, more choosing what i want!!
- KVRAF
- 8465 posts since 29 Sep, 2010 from Maui
Its a modular system, like any other. It's just lacking the user interface stuff, but each procedure is a separate module, pretty much. You just need to learn to pick them out, give it some time.vurt wrote: Fri Jul 22, 2022 7:31 pm i understood the first paragraph.
after that, it all went weird and i got lost
video was cool though.
i think im actually starting to understand layers n stuff a bit more now, less just throwing stuff at the wall and seeing what happens, more choosing what i want!!
- KVRAF
- 8465 posts since 29 Sep, 2010 from Maui
It's a good idea to retain the LAVFilters package as windows seems to screw it up regularly. I've had to re-install them to get them working (again). Anyway, this clip uses those fluid blobs with a modified parameter to control how they are rendered. A single parameter causes the diffusion parameter to act like a glow knob, so they appear to radiate light and also look like an amoeba at low diffusion. 
*Changing the shape of the blobs to a square or something, is not really 'easily' doable, because
the shader is not really explicitly drawing a circle, it's more like it's defining a perimeter and
simply filling it in, it's only round because it follows the crest and trough formed by the sin and
cos functions.
The modular HW in the video is not making the sound, it's just a vid I took or my rig a while back,
used as an example. Anyway, just farting around, doesn't seem like anyone is going to get much
of what I'm saying about the code, so I am trying to figure out some simple examples, tbh nobody
(except vurt
) seems interested anyway, so I am not super worried about it.
https://vimeo.com/734512750
*Changing the shape of the blobs to a square or something, is not really 'easily' doable, because
the shader is not really explicitly drawing a circle, it's more like it's defining a perimeter and
simply filling it in, it's only round because it follows the crest and trough formed by the sin and
cos functions.
The modular HW in the video is not making the sound, it's just a vid I took or my rig a while back,
used as an example. Anyway, just farting around, doesn't seem like anyone is going to get much
of what I'm saying about the code, so I am trying to figure out some simple examples, tbh nobody
(except vurt
https://vimeo.com/734512750
- addled muppet weed
- 111242 posts since 26 Jan, 2003 from through the looking glass
can't watch at the minute, missus is asleep next to me. but yup im interested, as i said, i may not understand the code stuff, but still interested in reading it, because one day, it might click! and im finding video as much fun as audio now, especially now everything is set up properly, now i just need to learn how to use it 
will check back tomorrow
will check back tomorrow
- KVRAF
- 8465 posts since 29 Sep, 2010 from Maui
The funny thing is, most everyone here already knows a lot of this stuff. The "sin" function is obviously, exactly the same thing as a sine wave. In this case, it modulates coordinates on a 2d grid.
- Beware the Quoth
- Topic Starter
- 35431 posts since 4 Sep, 2001 from R'lyeh Oceanic Amusement Park and Funfair
nah, im doing my own look at modifying and porting shaders, but i got sidetracked by other things like how to get Shadron output into spout, and also whether I could dummy up something a bit like (or completely derived from) the Slimshader module and/or the Eyesie, then bounce that out via NDI.pekbro wrote: Thu Jul 28, 2022 9:40 pm doesn't seem like anyone is going to get much
of what I'm saying about the code, so I am trying to figure out some simple examples, tbh nobody
(except vurt) seems interested anyway, so I am not super worried about it.
![]()
An idiot on Set Theory:
"In some cases there is an object called red that contains everything that is red. In much the same way a pot is a plate."
"In some cases there is an object called red that contains everything that is red. In much the same way a pot is a plate."
- KVRAF
- 4589 posts since 7 Jun, 2012 from Warsaw
We already have this "KVR Experts" forum with as many as 8 topics in total and no one seems to question itWould KVR benefit from a video forum?
Dedicated video forum won't hurt. There are people doing visualisations, soundtracks, podcasts and streaming, so there's a plenty of content to address.
Blog ------------- YouTube channel
Tricky-Loops wrote: (...)someone like Armin van Buuren who claims to make a track in half an hour and all his songs sound somewhat boring(...)
Tricky-Loops wrote: (...)someone like Armin van Buuren who claims to make a track in half an hour and all his songs sound somewhat boring(...)
- addled muppet weed
- 111242 posts since 26 Jan, 2003 from through the looking glass
ah, aside from the shader editing, this as you saw, ive managed to knock up in obs, just using two scenes.pekbro wrote: Thu Jul 28, 2022 9:40 pm It's a good idea to retain the LAVFilters package as windows seems to screw it up regularly. I've had to re-install them to get them working (again). Anyway, this clip uses those fluid blobs with a modified parameter to control how they are rendered. A single parameter causes the diffusion parameter to act like a glow knob, so they appear to radiate light and also look like an amoeba at low diffusion.
*Changing the shape of the blobs to a square or something, is not really 'easily' doable, because
the shader is not really explicitly drawing a circle, it's more like it's defining a perimeter and
simply filling it in, it's only round because it follows the crest and trough formed by the sin and
cos functions.![]()
The modular HW in the video is not making the sound, it's just a vid I took or my rig a while back,
used as an example. Anyway, just farting around, doesn't seem like anyone is going to get much
of what I'm saying about the code, so I am trying to figure out some simple examples, tbh nobody
(except vurt) seems interested anyway, so I am not super worried about it.
![]()
https://vimeo.com/734512750
no control except by mouse sadly, so no dynamic changes between scenes.
not sure of the equivalent cos sine functions to draw a square sorry
- KVRian
- 873 posts since 9 Jun, 2020
Visual Synth has an update by the way.
This new version includes a couple of highly requested features, with enhancements to the audio/MIDI file loader and video recording functions.
In addition to showing the waveform preview for audio files, the file loader area can now display a visual representation of MIDI file note data too. Just like the audio file waveform preview, the MIDI data view displays a live vertical bar position marker on playback, to indicate when the file is playing, and its current playback position. You can toggle between MIDI data and waveform views by clicking the corresponding filename at the top right of the loader panel.
Another popular request we’re happy to fulfill, is automatic playback of loaded audio/MIDI files when you hit VS’ record button. No more hitting the record button and then having to press play on the file loader! This option is enabled by default (when VS has audio or MIDI files loaded) but you can disable this behavior by turning off ‘Auto play audio/MIDI on record in the settings menu.
- addled muppet weed
- 111242 posts since 26 Jan, 2003 from through the looking glass
ive made it!! 
.
.
You do not have the required permissions to view the files attached to this post.
- KVRAF
- 11303 posts since 18 Aug, 2007 from NYC
Now on to Make Noise, Soma, Qu-bit and then the world!
Seriously congrats!
- KVRAF
- 2329 posts since 3 Sep, 2005 from Outer Bongolia
I haven’t been following this thread much lately, have a lot going on right now, but I did buy Imaginado VS when it was on sale (the Windows version and the iOS version) but haven’t done anything with them yet.
I see some of you are trying to adapt shader stuff, what I would be most interested in is if MilkDrop stuff could be imported or adapted somehow, because there are thousands of beautiful visualizations available and I think it would be great to be able to have them available in this Imaginando environment.
I see some of you are trying to adapt shader stuff, what I would be most interested in is if MilkDrop stuff could be imported or adapted somehow, because there are thousands of beautiful visualizations available and I think it would be great to be able to have them available in this Imaginando environment.
Last edited by guitarzan on Tue Aug 16, 2022 3:26 pm, edited 1 time in total.