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    • E

      Capture stage shows distorted image
      Troubleshooting and Bug Reports • • Eva

      13
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      13
      Posts
      627
      Views

      Woland

      @eva

      Could you please open a support ticket about this so that @DusX can continue to investigate this? In about a week, I'm going to be away from my normal duties for a bit working for some events through TroikaTronix's professional services; otherwise, I'd be looking into this myself.

    • xenia

      Introducing Isadora’s Next Chapter
      TroikaTronix Announcements • • xenia

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      Posts
      424
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      RIL

      @xenia @mark @dusx @woland @michel 

      Dear Mark,

      On behalf of Red Isadora Latina, thank you. Thank you for your commitment, your dedication and, above all, for the legacy you are leaving. Isadora is much more than a piece of software: it is an important cultural legacy, one that has changed the way many of us create, teach and think about performance and technology. Here in Latin America, that impact is felt every day in classrooms, theatres, galleries and independent studios. We are very glad to know you will remain close to the project as an advisor.

      To the whole TroikaTronix GmbH team: congratulations, and our very best wishes. Though you are far from a new team, having looked after Isadora and its community for years, taking on this continuity is a great responsibility and a great challenge. You have our trust and our support.

      For 15 years, Red Isadora Latina has walked alongside TroikaTronix and the development of the software, building community, training new users and bringing Isadora to more artists and educators across the region. We will keep doing so. We are excited to see where Isadora goes next, and we would be glad to be part of that vision. Whatever you need from us, we are here to help and to keep growing Isadora together.

      With gratitude and best wishes,

      Maximiliano Wille Director, Red Isadora Latina Buenos Aires, Argentina

    • Skulpture

      Earth2MIDI - Free online MIDI tool for Art/Installations/Genb-Art & More.
      Showcase • earth2midi midi interface art skulpture • • Skulpture

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      Skulpture

      @bonemap said:

      <p>@skulpture</p> <p>This looks exceptionally cool and connected!</p> <p>Thanks for sharing a great concept. I really like the potential of listening to the global process in realtime as abstract sounds.</p> <p>Best wishes</p> <p>Russell</p>

       You are welcome. It's had some substantial upgrades this weekend.... 

    • R

      [ANSWERED] timer on the control panel
      How To... ? • time timer control panel • • roberto2022

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      Woland

      @roberto2022

      No problem :)

    • G

      Offsetting incoming timecode?
      How To... ? • • gpeddino

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      136
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      Woland

      @gpeddino

      Maybe:

      Ditch the MTC Movie Locker actorPlace a fresh Movie Player actor (or unhide the hidden inputs on the one you've got from the screenshot)Right-click the Movie Player actorSelect "Use Timecode" from the contextual menuThe Movie Player's position inputs and outputs will switch to TimecodeUse a Timecode Calculator actor connected to the relevant input on the Movie Player to add or subtract as needed to deal with your offset
    • gapworks

      [ANSWERED] Vst3 plugins
      Third Party Software • • gapworks

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      DusX

      @gapworks said:

      no luck for now as i can't find  the actors

       Sorry. I just updated the Youtube page to include download links for the two VSTs I use.

      SOFTWARE VSTs:
      • This video uses the Free version of HY-MPS3 found in the download section of this site: https://hy-plugins.com/product...
      • Arturia Pigments is also used: https://www.arturia.com/produc...
      A free version of this software is available here: https://www.arturia.com/produc...

    • J

      [LOGGED] Preload Scene actor causes Movie Player to start
      Troubleshooting and Bug Reports • • Jonathan

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      4994
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      J

      @dusx

      Many thanks for looking into this.

      Jonathan.

    • E

      toggle-gate problems
      Troubleshooting and Bug Reports • • Eva

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      167
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      E

      @jfg - ok thank you, I will try that. I set the init of the gate actor to on, so now I guess if I do the same with the toggle, than I know what I do:)Yes, I know, its a bit messy:D sorry about that.

    • mark_m

      [LOGGED] Patch Tidy-upperer
      Feature Requests • • mark_m

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      3
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      317
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      R

      @mark_m

      Don't underestimate the power of chaos.

    • ray

      [ANSWERED] How To ​Tag Actor?
      How To... ? • • ray

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      Woland

      @ray said:

      Rename the actor with a hashtag at the beginning...  

      Wanted to add to this that putting a Background actor around a specific part of your patch that handles a particular function then giving that Background a name like "#Video Output", "#Mapping", "#Audio", "#Live Capture", "#OSC Out", "#MIDI In", etc is a great way to keep your patch organized.

    • J

      [ANSWERED] Building Isadora patches through scripting​
      Feature Requests • • jbbarriere

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      2
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      146
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      DusX

      @jbbarriere

      No, this is not possible 'currently'. 
      We are looking at a number of automation options, so I can say this is already on the feature request list.

    • dbini

      Finland's first ever festival dedicated to dance/tech
      Events • • dbini

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      181
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      Woland

      @dbini

      See you there :D

    • R

      Wireless HDMI
      Hardware • • Reinhard

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      205
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      Michel

      @reinhard

      there was a similar question sometime this year, maybe you may find your answer there: https://community.troikatronix.com/topic/9483/answered-hdmi-over-wifi-multiple-projectors?_=1792754351104

      Best Michel

    • C

      [ANSWERED] Scene label sizes 4.5.1
      Interfacing • • casselli

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      211
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      Woland

      @casselli

      It's not currently possible to change the size of the text used for the Scene Names, but you can use put a Scene Select Control in the Control Panel and increase the font size on that.

    • D

      [ANSWERED] Using Shader with Audio Input?
      How To... ? • • dexamusx

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      289
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      DusX

      @dexamusx

      Shadertoy intakes audio at video textures, and currently Isadora has no way to convert audio to a video texture. 

      So I converted this shader to use 5 fft inputs as seen below (I am not sure this looks right, since this effect would not run for me on shadertoy).

      the updated code:

      // ------------------------------------------------------------ // Audio-reactive circular visualizer // Converted from texture-based audio input to 5 numeric bands // // Suggested Isadora inputs: // fft0 = 0 Hz // fft94 = 94 Hz // fft188 = 188 Hz // fft281 = 281 Hz // fft375 = 375 Hz // // Expected input range: 0.0 to 1.0 // ------------------------------------------------------------ // If needed for Isadora custom controls, you can adapt these comments // to the exact syntax expected by the GLSL Shader actor. // // ISADORA_FLOAT_PARAM(fft0, f000, 0.0, 1.0, 0.0, "FFT 0 Hz"); // ISADORA_FLOAT_PARAM(fft94, f094, 0.0, 1.0, 0.0, "FFT 94 Hz"); // ISADORA_FLOAT_PARAM(fft188, f188, 0.0, 1.0, 0.0, "FFT 188 Hz"); // ISADORA_FLOAT_PARAM(fft281, f281, 0.0, 1.0, 0.0, "FFT 281 Hz"); // ISADORA_FLOAT_PARAM(fft375, f375, 0.0, 1.0, 0.0, "FFT 375 Hz"); // ISADORA_FLOAT_PARAM(audioGain, gain, 0.0, 3.0, 1.0, "Audio gain"); uniform float fft0; uniform float fft94; uniform float fft188; uniform float fft281; uniform float fft375; uniform float audioGain; // ------------------------------------------------------------ // Utility: sample a pseudo-spectrum from the 5 numeric bands // ------------------------------------------------------------ float SampleAudioSpectrum(float normPos) { normPos = clamp(normPos, 0.0, 1.0); // Apply overall gain and clamp float b0 = clamp(fft0 * audioGain, 0.0, 1.0); float b1 = clamp(fft94 * audioGain, 0.0, 1.0); float b2 = clamp(fft188 * audioGain, 0.0, 1.0); float b3 = clamp(fft281 * audioGain, 0.0, 1.0); float b4 = clamp(fft375 * audioGain, 0.0, 1.0); // 5 points distributed evenly across 0..1: // 0.00, 0.25, 0.50, 0.75, 1.00 if (normPos <= 0.25) { float t = normPos / 0.25; return mix(b0, b1, t); } else if (normPos <= 0.50) { float t = (normPos - 0.25) / 0.25; return mix(b1, b2, t); } else if (normPos <= 0.75) { float t = (normPos - 0.50) / 0.25; return mix(b2, b3, t); } else { float t = (normPos - 0.75) / 0.25; return mix(b3, b4, t); } } float GetIntensityInRange(float beginNorm, float endNorm, float incrementSize) { if (incrementSize <= 0.0) return 0.0; float range = endNorm - beginNorm; if (range <= 0.0) return 0.0; float result = 0.0; float sampleCount = 0.0; // Fixed maximum iterations for GLSL compatibility for (int i = 0; i < 64; i++) { float lookupCoord = beginNorm + float(i) * incrementSize; if (lookupCoord >= endNorm) break; result += SampleAudioSpectrum(lookupCoord) * 2.0; sampleCount += 1.0; } if (sampleCount <= 0.0) return 0.0; return result / sampleCount; } float GetCornerIntensity(vec2 fragCoord, float checkDist, vec2 corner, float beginSample, float endSample) { float distanceN = 1.0 - (clamp(distance(fragCoord, corner), 0.0, checkDist) / checkDist); float intensity = GetIntensityInRange(beginSample, endSample, 0.05); float color = distanceN * intensity; return color; } bool IsWithin(float val, float minVal, float maxVal) { return val >= minVal && val <= maxVal; } vec4 innerColour = vec4(0.0, 168.0, 181.0, 255.0) / 255.0; vec4 outerRingColour = vec4(119.0, 72.0, 152.0, 255.0) / 255.0; vec4 highsColour = vec4(243.0, 174.0, 75.0, 255.0) / 255.0; vec4 lowsColour = vec4(222.0, 67.0, 131.0, 255.0) / 255.0; void mainImage(out vec4 fragColor, in vec2 fragCoord) { fragColor = vec4(0.0, 0.0, 0.0, 1.0); // Normalized pixel coordinates (from 0 to 1) vec2 uv = fragCoord / iResolution.xy; float smallestDimen = min(iResolution.x, iResolution.y); vec2 halfDimen = iResolution.xy * 0.5; float halfSDimen = smallestDimen * 0.5; vec2 centerOffset = fragCoord - halfDimen; vec2 nOffset = centerOffset / halfSDimen; float fragAngle = atan(centerOffset.y, centerOffset.x); float fragAngleDegrees = fragAngle * 180.0 / 3.14159; float overAllPulse = GetIntensityInRange(0.0, 0.3, 0.05); float pixelDistanceToCenter = distance(fragCoord, halfDimen); float idealRingDistance = halfSDimen * 0.8; float ringDistance = idealRingDistance + (halfSDimen * overAllPulse * 0.2); float pixelRingDist = abs(ringDistance - pixelDistanceToCenter); const float ringWidth = 20.0; float outerRingIntensity = 1.0 - (pixelRingDist / ringWidth); if (IsWithin(outerRingIntensity, 0.0, 1.0)) { outerRingIntensity *= sin(fragAngle * 3.0 + iTime) * 0.5 + 0.5; fragColor += outerRingIntensity * outerRingColour; } // --- Inner ring // Start = close to center, End = going further away float innerRingEnd = ringDistance - ringWidth * 0.5; float lookupAngle = mod(fragAngleDegrees + 180.0, 360.0); float pixelLookupIndex = lookupAngle / 360.0; float pixelLookupColor = SampleAudioSpectrum(pixelLookupIndex) * 2.0; float pulseA = (sin(fragAngle * 3.0 + iTime) * 0.5 + 0.5) * 0.2; float pulseB = (cos(fragAngle * 6.0 - iTime * 1.5) * 0.5 + 0.5) * 0.2; float pulse = 0.1 + pulseA + pulseB; float innerRingStart = innerRingEnd * (1.0 - pixelLookupColor - pulse); float innerRingLength = max(innerRingEnd - innerRingStart, 0.0001); float innerRingFragProgress = (pixelDistanceToCenter - innerRingStart) / innerRingLength; float innerRingIntensity = innerRingFragProgress; if (pixelDistanceToCenter < innerRingStart || pixelDistanceToCenter > innerRingEnd) innerRingIntensity = 0.0; // Inner ring separators float angleMod = mod(fragAngleDegrees, 3.0); if (IsWithin(angleMod, 0.0, 1.0)) innerRingIntensity = 0.0; fragColor += innerColour * innerRingIntensity; // Corners float topRightIntensity = GetCornerIntensity(fragCoord, smallestDimen, iResolution.xy, 0.3, 0.65); float topLeftIntensity = GetCornerIntensity(fragCoord, smallestDimen, vec2(0.0, iResolution.y), 0.0, 0.25) * 2.0; if (topRightIntensity > 0.0) { fragColor += highsColour * topRightIntensity; } if (topLeftIntensity > 0.0) { fragColor += lowsColour * topLeftIntensity; } // Background spectrum wash: // original shader used texture(iChannel1, vec2(uv.x, 0.25)).x float texIntensity = SampleAudioSpectrum(uv.x); fragColor += lowsColour * texIntensity; fragColor.rgb = clamp(fragColor.rgb, 0.0, 1.0); }
    • J

      PTZ Newbie (is a bouncy image normal?)
      Hardware • • jrhooker

      2
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      Votes
      2
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      1039
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      Woland

      @jrhooker

      Try putting another camera (any camera) up on the same pipe to see if it has a bouncy image as well.

      What is upstairs from you? If it's something like heavy machinery or a dance studio, that could make your ceiling shake.

    • Fred

      Isadora USB keys for sale
      Off-Topic Discussion • • Fred

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      Fred

      I have 2 Isadora USB keys for sale. They are for version 3.

      I am open to any reasonable offers - I understand there is a costly upgrade to go through to get them up to the current version.


      DM me

      Fred