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Author Topic: Sound Controlled 3d Kaliset Hybrid  (Read 744 times)
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cKleinhuis
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« on: September 25, 2014, 02:09:17 PM »

experimenting some things, today i got a elgato game capture hardware to smoothly record video output, what you see here is an audio controlled kaliset hybrid wink
it is meant to be used as vj component, plugged right into the vj software resolume
 embarrass
<a href="https://www.youtube.com/v/cXk5ybt7fBw&rel=1&fs=1&hd=1" target="_blank">https://www.youtube.com/v/cXk5ybt7fBw&rel=1&fs=1&hd=1</a>

second take, slightly changed behaviour
<a href="https://www.youtube.com/v/kOGEWc4Za9Y&rel=1&fs=1&hd=1" target="_blank">https://www.youtube.com/v/kOGEWc4Za9Y&rel=1&fs=1&hd=1</a>
« Last Edit: September 25, 2014, 10:05:32 PM by cKleinhuis » Logged

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divide and conquer - iterate and rule - chaos is No random!
juharkonen
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« Reply #1 on: September 25, 2014, 06:34:13 PM »

Did you use FFGL to render the fractal in real time? Looking at the video it could also be a pre-rendered video with playback speed based on audio.
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cKleinhuis
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« Reply #2 on: September 25, 2014, 07:43:04 PM »

yes, i wrote an ffgl plugin to render the fractal, i will upload a nicer video soon, have to set up everything more nicely wink
sound controls the speed of 3 axis kaliset hybrid   afro afro afro afro afro afro afro afro afro afro afro angel
« Last Edit: September 25, 2014, 08:09:13 PM by cKleinhuis » Logged

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divide and conquer - iterate and rule - chaos is No random!
cKleinhuis
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« Reply #3 on: September 25, 2014, 10:05:51 PM »

just added another example recording
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divide and conquer - iterate and rule - chaos is No random!
juharkonen
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« Reply #4 on: September 26, 2014, 09:30:13 AM »

Awesome! Thanks for the info.

Have I understood correct that FFGL simply inputs uniforms from resolume to a shader? I had a quick look on this a while back. It would allow much more elaborate control if it was possible to add code between the shader and the inputs, but I recall this isn't possible?
« Last Edit: September 26, 2014, 09:35:29 AM by juharkonen » Logged
cKleinhuis
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« Reply #5 on: September 26, 2014, 01:19:18 PM »

huh? you can do anything you want in the ffgl plugin, some people do just pass them to the shader, but in the bloom shader i released recently (outside the forums) i am doing a few steps to get the result and i am working with 3 shaders at the same time ( highpass.filter, blur convolution filter, final output) so, it can be done anything you want wink

and in fact, dealing with time is always tricky with visualisation plugins, as i mentioned in the synthclipse forum, to have a shader that relies on a single "time" variable makes it jump when changing, so i am working with "speed" variables in my ffgl plugins that keep their current values but just the speed changes which modifies them, making it possible to stop or pause the scene when speed is 0, the example above works in a similar way, managing the current state of the shader, and slightly adjust values frame by frame
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divide and conquer - iterate and rule - chaos is No random!
juharkonen
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« Reply #6 on: September 27, 2014, 10:06:12 AM »

Thanks for the info, I see I hadn't done my homework properly on FFGL.
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cKleinhuis
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« Reply #7 on: September 27, 2014, 11:51:59 AM »

until now i have released 3 basic ffgl plugins, i plan to release new ones every now and then, every month or week, dunno wink
http://spack-o-mat.digitalgott.com/index.php?serendipity[subpage]=downloadmanager
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divide and conquer - iterate and rule - chaos is No random!
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