I made a new FFGL mixer. The effect is the same as in my earlier Graffathon entry. There are two versions of this effect: one where the source being mixed into is revealed from behind the dripping source, and another where the second source also drips into view. It would be possible to make one where the second source drips into view in front of the first, but I didn't.
It's perhaps best demonstrated by this video:
The source is available on Github. There is also a release with Windows binaries (32 and 64 bit). For other platforms, you will need to build from source.
Showing posts with label opengl. Show all posts
Showing posts with label opengl. Show all posts
Thursday, May 31, 2018
Friday, August 19, 2011
Tuesday, February 1, 2011
New mixer and an old effect
I thought of a way to blend images that I haven't seen before. I wanted to see how it looks, so I implemented it in vvvv, and now I've wrapped it up as an FFGL plugin. I call the blend mode "color wrap". Here's what it looks like:
This is the first mixer effect that I've done (well, I did do a time switcher once, but that doesn't really mix the images :). FFGL mixers are basically just effects that require 2 input textures. The first FFGL parameter you define will be bound to the opacity slider in the host application (by convention, anyway).
Downloads:
Also, it looks like I've forgotten to post the link to one effect previously. It's called Stop Motion, and as the name implies, it's a freeze frame effect. Binaries and source code are available in the Assembla repo, as usual.
This is the first mixer effect that I've done (well, I did do a time switcher once, but that doesn't really mix the images :). FFGL mixers are basically just effects that require 2 input textures. The first FFGL parameter you define will be bound to the opacity slider in the host application (by convention, anyway).
Downloads:
Also, it looks like I've forgotten to post the link to one effect previously. It's called Stop Motion, and as the name implies, it's a freeze frame effect. Binaries and source code are available in the Assembla repo, as usual.
Sunday, August 8, 2010
Assembly 2010
Last weekend was spent as Assembly 2010. And what a weekend! Too bad I forgot my camera, so no pictures. Here are the entries, AssemblyTV coverage, full results and pouet page for the party, though.
I VJ'ed at the raves on friday and saturday nights. Shouts to Sequence for hosting them!
A modified version of the spiral effect I wrote about earlier competed in the Real Wild competition. Of course, the production is a demo in itself (it's realtime generated, after all), but it's actually more conceptual than that. The idea is that the "demo" functions like one of David Langford's BLIT images: it acts as a seed that triggers certain events in the brain. So, the brain is the "real" demo platform here. This production came 6th out of 7.
I also contributed slightly to bilotrip's entry for the demo competition. Here is the production:
Our placement was 9/11. This time, "we" means:
I VJ'ed at the raves on friday and saturday nights. Shouts to Sequence for hosting them!
A modified version of the spiral effect I wrote about earlier competed in the Real Wild competition. Of course, the production is a demo in itself (it's realtime generated, after all), but it's actually more conceptual than that. The idea is that the "demo" functions like one of David Langford's BLIT images: it acts as a seed that triggers certain events in the brain. So, the brain is the "real" demo platform here. This production came 6th out of 7.
I also contributed slightly to bilotrip's entry for the demo competition. Here is the production:
Our placement was 9/11. This time, "we" means:
- Visuals: visy + dep + pahamoka
- Graphics: ilmarque + oasiz
- Soundtrack: Valmet Children (error303, ilmarque, letq, visy)
- Other valuable input: mankeli, miiro, setok, blueflame, 216, viznut
Labels:
demoscene,
opengl,
valmet children,
vj,
vvvv
Tuesday, April 13, 2010
More plugins
Edited 21.4.2010: Chroma Key plugin
Edited again 26.4.2010: PolarCoordinates for vvvv
Edited once more 12.5.2010: OS X binaries
I have finished some new FFGL plugins for Resolume 3.2.0.
They are:
- Edge Detection, with support for Sobel and Laplace filters (adapted from examples in the OpenGL Superbible - a great OpenGL resource!)
- Wave Warp, which can distort the image according to a few different basic waveforms (sine, square, sawtooth, triangle and noise). Update 4.8.2010: the HLSL vvvversion of this plugin is now available at vvvv.org.
- Polar Coordinates. Swaps between polar and cartesian interpretations for coordinate pairs. This one is not included in the Resolume release, so you'll need to get it at Assembla.
- New: Chroma Key. A lot of people have been asking for this, but don't get too excited: this is a very rudimentary key, with a few tweaks but not really comparable to commercial chroma keyers. The source is available, of course, and improvements are more than welcome. The plugin is definitely not a replacement for preprocessing with a real keyer, but a "better than nothing" solution for eg. realtime green screen applications.
Here is a demo video from Resolume, showing the first two effects:
What's New in Resolume 3.2 from Resolume on Vimeo.

Polar Coordinates

Wave Warp

Edge Detection
Tuesday, December 15, 2009
Resolume 3.1.3 & new FFGL plugins
I have just finished some new FFGL video effect plugins. These plugins were commissioned by the good folks at Resolume, and the newly released Resolume 3.1.3 comes pre-packaged with them. We've agreed to still keep the source open, so head over to the Assembla repository if you want to have a look. I think this decision is a great show of support for the visualist community as a whole, so big cheer to Edwin and Bart of Resolume!
The new plugins are:
The new plugins are:
- Shift Glitch (similar to the Barshift FF1.0 effects)
- Strobe (like Stroboscope, but as an effect)
- Stroboscope
- Static
- Static Source
Monday, September 28, 2009
FFGL Plugins
ScrollStrip and Static plugins at work
Last summer, I made some FFGL plugins for use with Resolume Avenue. I've been thinking about doing more and eventually releasing them, but haven't gotten around to it yet, so here are the ones I have. They're mostly just simple functionality that I felt was missing from Resolume 3 (coming from 2.41) when it was released.
On a related note, I've started an Assembla space for FFGL plugin developers. You can find it here. Assembla offers some useful functionality for developers, such as a Wiki and version control. It should be joinable for all, so all you need to do to take advantage of it is join Assembla (it's free), log in and join the space.
Anyway, here are the plugins. They are Windows builds, but sources are included for all except the first two:
Last summer, I made some FFGL plugins for use with Resolume Avenue. I've been thinking about doing more and eventually releasing them, but haven't gotten around to it yet, so here are the ones I have. They're mostly just simple functionality that I felt was missing from Resolume 3 (coming from 2.41) when it was released.
On a related note, I've started an Assembla space for FFGL plugin developers. You can find it here. Assembla offers some useful functionality for developers, such as a Wiki and version control. It should be joinable for all, so all you need to do to take advantage of it is join Assembla (it's free), log in and join the space.
Anyway, here are the plugins. They are Windows builds, but sources are included for all except the first two:
- TimeSwitcher - A simple FFGL mixer plugin, like the Timeswitcher mixer in Resolume 2. Unfortunately, I've lost the sources.
- Stroboscope - A simple FFGL Stroboscope source plugin. Same here - no sources :(
- Static - Simple whitenoise, with options for grayscale and two-tone noise. Has sources :)
- ScrollStrip - A filmstrip-like FFGL plugin (see image). Shaders not required.
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