• flo

    hey all,

    here is the latest and probably last state of my liveperformance 3d synth.

    i started this back in 2004 and worked on it on and off since then, parallel to vj gigs with brandx in glasgow and more recently at the sirius ( http://siriusberlin.de ) parties in berlin for the last couple of years. there are still tons of bugs and things that are not quite elegant, but since i pretty much abandoned development in 2009 i thought i might just as well share the current state with you.

    in the zip, besides the patches you also find a sort of quickstart cheatsheet. i hope it's not too confusing. :)

    the concept is pretty simple. you'll find all the general options of gem for influencing the window, a buch of lights, a simple glsl videomixer and two modules that allow loading of model files and native gem objects. automate xyz rotation, translation and scale, set colors, iterate, texture with image or video, make a particle system or animate text.

    because of a lack of time, i can't really give proper support on it, but will of course try to answer questions as they come up.

    i've been running generat with the current version of pd-extended on osx.

    http://sleepingbirds.com/generat-iv

    spread at will and enjoy.

    posted in news read more
  • flo

    i found it quite hard to understand the basics of using framebuffering within pd for the use of freeframe-, [pix_] and glsl effects on models and normals.

    since i am not the only one, it seems, i put together a little patch of the way that works best for me at the moment.

    i can't give any actual help on how to write glsl pixelshaders, since i am at the stage of randomly poking code from opengl helpfiles in the hope of understanding what is happening.

    quite a bit of this patch has been copied together from other patches i found - can't remember where from, so i can't credit.

    the downside of this patch is, that because you create a new rectangle on which the whole scene is textured, you loose versatility in using lights and depth of the viewport.
    i use this in conjunction with normal gemchains an obviously, other objects visibly cut through the rectangle.

    http://www.pdpatchrepo.info/hurleur/framebuffering_for_FX.zip

    posted in pixel# read more
  • flo

    hello,

    i want to try the autobuild for pd-extended on osx (Pd-0.42.5-extended-macosx105-i386.dmg) and get the following error for GEM:

    /Applications/Pd-0.42.5-extended-20091009.app/Contents/Resources/extra/Gem/Gem.pd_darwin: dlopen(/Applications/Pd-0.42.5-extended-20091009.app/Contents/Resources/extra/Gem/Gem.pd_darwin, 10): Library not loaded: /sw/lib/libjpeg.62.dylib
    Referenced from: /Applications/Pd-0.42.5-extended-20091009.app/Contents/Resources/Scripts/../bin/../../lib/libtiff.3.dylib
    Reason: image not found
    Gem: can't load library


    i tried to reference to a separately downloaded gem (0.92.1) via path, but pd won't see that at all.

    any help much appreciated!

    posted in technical issues read more
  • flo

    hi there,

    i posted a little showreel of recent stuff i did with my interface of pd/gem on vimeo.

    i know the quality is somewhat questionable, which is due to the fact, that i ran the output into a cam by its av-input, which is composite and sort of looks like a 1995 vhs. bummer.

    (brings me to the question of how people record their gem stuff. pix_write doesn't work for me....just outputs black tiffs, record doesn't work at all. my best next guess is using a screenrecorder app, which is better, but sometimes heavily lags in fps.

    suggestions?)

    i hope it's enjoyable anyhow.

    there you go:

    music is mine as well, yet no pd was used in it. *shame*

    love.

    posted in output~ read more
  • flo

    hello,

    i'd quite like to get into using a wiimote.
    i haven't gotten one yet, but even for a start, there seem to be problems.

    according to the pd-mailinglist, the external should be here http://mikewoz.com , but i can't find it. (what exactly would it's name be?)

    is everybody else using [hid] successfully?
    or is OSC the way to go?

    obviously i want to use as many control of the wiimote as i can, with a as precise as possible readout.

    i don't really get if i need an connectionapp between my (onboard) bluetooth device and the wiimote?

    slightly confused, hoping for a quick rundown.

    cheers.

    posted in I/O hardware diyread more
  • flo

    not sure whether to put this into patches or pixeles, but since everybody is always so nice to share patches, i feel like pointing to a project i made back in 2004.

    it is sort of a live tool for 3d mixing called generat. i am working on it again for the first time since then, since i got a few gigs doing visuals again.

    anyhow, the old pack i put together back then, is here:

    http://0io.org/projects.htm there's a link to a extensive online manual as well
    http://0io.org/media/hybrid/generat/generat_essentials_v01.zip

    interface screenshot:

    http://0io.org/media/generat/gen00.jpg

    maybe someone can make use of it.

    have fun

    edit: updated broken links.

    posted in pixel# read more
  • flo

    hi empty forum,

    first of all, good to have sth like this although the mailinglist is always very supportive. cheers everybody. but.................................
    let´s see what this one does.

    maybe someone could help me with this one:
    i am trying to have a video/image/live cam feed in the background of a gem-space and geos in front of it. i´d like the geos to be see-through "transparent" to the background video.
    i know that the render [gemhead x] needs to be set lower on the video to do so. doesn´t work -> pd/gem crashes. i tried gem 0.87, gem0.88pre, gem0.87+cvs -all the same problems.
    is this just a "bug" and undoable at the moment or am i doing sth completely wrong?
    any suggestions or similar experiences?
    thanks, flo

    posted in pixel# read more
  • flo

    updated link in first post.

    (

    sneak peak: i'm working on a more accessible and faster version with less options in the interface, aimed to stream into vdmx, coge or resolume.

    if you have feedback now, for what should definitely go and is utterly useless, or is ace and should stay, fell free to let me know!

    )

    :)

    posted in news read more
  • flo

    cheers, that's ace to hear.

    i updated the link in the first post to point to the correct location at my newly designed site, where there are more videos i made with generat.

    posted in news read more
  • flo

    see this thread for an update version an dlink

    http://puredata.hurleur.com/sujet-5989-generat-synth-live-performances

    *sleepy bird

    posted in pixel# read more
  • flo

    even though still version 3, this showreel was purely made in generat, however edited to shorten afterwards:

    http://sleepingbirds.com/sb/werk/gen-reel/

    the music on it is also mine. :)

    posted in news read more
  • flo

    i haven't worked with this tool or developed it further since 2009. i'd be happy to upload my last version but never got round to write a manual and wasn't sure whether anybody would find use of it without.

    but you just gave me the idea of maybe doing just that right now - mainly to distract me from paperwork :D

    posted in pixel# read more
  • flo

    i never had that problem with [pix_film].

    what codec/compression are you using for your videos?

    posted in pixel# read more
  • flo

    you are using GEM?

    recording the output with built in options is still not really working smoothly, at least for me too.

    pix_write and pix_record would be the opitons gem has to offer - both never quite worked for gem patches with multiple chains, running a fluent min of at least 25fps.

    i am sticking with a screenrecorder for now as well.

    recording into a cam that has video-in can be another solution.

    posted in pixel# read more
  • flo

    how to judge originality in all the possibilities and diversity, max/msp and pd generate, is beyond me.

    posted in news read more
  • flo

    i tried this with OSC a while ago and received "gemlist: pointer" (was it that? anyhow, the same thing, what the first computer was sending) in a printout to the console of the second computer.

    having a second gem running there to display the object however, did not work.

    this would be absolutely great to see being solved!

    posted in pixel# read more
  • flo

    took me 4 years to discover dynamic labels. :)

    posted in technical issues read more
  • flo

    i don't whether gop has advantages, but i got used to only using send/receive for every gui i need.
    i always fill in both immediately with the receive value having an "_r" on the end.
    it makes it easier for me to send preset-style parameter sets and makes big patches more uncluttered.
    nothing worse, than dozens of wires intersecting to a black moiree when patching.
    @_@

    but then again, last time i used gop, it was still lacking this red frame field and positioning was seemed like sourcery.

    posted in technical issues read more
  • flo

    pd-vanilla is usually a later, newer version, than the pd core pd-extended uses, which is obvious, since pd-vanilla as an app needs to be incorporated into the pd-extended releases, once it has been finished.

    yet, cpu wise, pd itself has always been very gentle and all bother over the years with footprint came purely from dirty patching.

    posted in technical issues read more
  • flo

    thanks,

    however, i (i'm the same user as somi) had a particle system with gravity, orbits, velocities etc. already working when i posted this.

    my problem is, that all the particles in a system are always oriented in the same direction.

    let's say you'd want to have a swarm of flies as a particle system and would use a .obj model as one fly, all flies in my swarm would always face in the same direction.
    when working with textured rectangles or models, that obviously can look a bit lame.

    what i was hoping for, was a sort of rotation-jitter on each individual particle.

    for now i use a repeater chain, with each new source being rotated differently...not quite the same.

    btw: if you use "post reply" in the lower right below the last post of a thread, you can attach attachments.
    when posting with the field "Quick post" you dont't have that option.

    posted in pixel# read more
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