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    • E

      [ANSWERED] Jump around movie player
      How To... ? • • eamon

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      DusX

      Also, on the topic of time-code, perhaps this bundle of add-ons will be useful to you.

      https://troikatronix.com/add-o...

    • P

      [ANSWERED] Retrieving live data from website
      How To... ? • • pellemolde

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      bonemap

      @pellemolde

      Hopefully the previous steps assist in getting you a successful request from metalpriceapi.com?

    • S

      [ANSWERED] External Counter Document
      How To... ? • • simon100

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      S

      Thanks @Michel @bonemap - exactly what I needed. And for the timestamp bonus @dbini @Woland 👌

      Much appreciated!

      S

    • M

      Creating a user initiated trigger
      How To... ? • • Miawa

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      232
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      bonemap

      @miawa

      download example 9-tile game

    • CitizenJoe

      Edge Blend Mask and Cross Fades
      How To... ? • • CitizenJoe

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      DusX

      @citizenjoe said:

      this worked

       Great!
      not exactly what I imagined, I though you might animate the 'bottom width' value. Interesting you need to toggle the visible (mental note taken).

    • RWillats

      External Trigger Hardware
      Hardware • • RWillats

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      Paz

      @woland @dbini these Pipo interfaces look great! Unfortunately I'm gonna have to wait until January until the next batch is available. Are these available anywhere else?

      Best wishes,

      Simon

    • G

      Audio Interfaces under Windows for Theater Productions: Which One? Updated question
      Hardware • • Gaspar

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      bonemap

      @gaspar

      I have had growing connectivity issues with my focusrite Clarett pre8, but It is stable at the moment when wired into a desktop setup. The unit is a bit older now and has a Thunderbolt 2 interface. I assumed that some of my issues were a result of having to use converter dongles and docking devices to use the Thunderbolt 2 interface with current types of connectivity. When the interface is physically connected but not connected in software, I go back to the focusrite control app and it is usually also not detected there either- at that point I try to restart everything. I did have some nasty noise coming from one monitor when using Isadora directly with the focusrite - which was a surprise - but I turned everything off and restarted and didn’t have another hint of it. 

      I have used Motu and Behringer interface before - some time ago - I was happy to leave the Behringer behind and have had less issues with the focusrite than I did have with the Motu.

       I think it will be great when Isadora releases a major audio update.

      Best wishes

      Russell

    • M

      [ANSWERED] Creating a user initiated trigger using horz/vert pos.
      How To... ? • • Miawa

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      Woland

      @miawa said:

      using motion tracking within the patch to move pieces up/down/left/right

       This motion tracking tutorial file of mine may also be helpful: https://troikatronix.com/add-ons/tutorial-basic-motion-tracking/

    • CitizenJoe

      [ANSWERED] Soft edge crop improvement?
      How To... ? • • CitizenJoe

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      Woland

      @citizenjoe

      @eMTv made a neat feather crop User Actor: https://community.troikatronix.com/topic/7848/feather-crop?_=1760522362139

      There's also this thread with some solutions for angled cropping: https://community.troikatronix.com/topic/8776/answered-diagonal-crop?_=1760535965092

    • C

      Mask an Active Scene?
      How To... ? • • Charlotte_E

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      Woland

      @charlotte_e

      You could adapt this template of mine and put an alpha mask inline: https://community.troikatronix.com/topic/5495/global-projection-mapping-simple-show-template

    • G

      [ANSWERED] Copy between patches lost in V4
      How To... ? • • Gaspar

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      G

      @Woland

      Thanks, that works. Inside the same instance it allows copying.

    • undergroult

      create an output sound to an input video for a glsl shader
      How To... ? • • undergroult

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      Skulpture

      @dusx said:

      <p>@undergroult said:</p> <blockquote>i don't understand which kind of channel input he had use</blockquote> <p> I am pretty sure, what he would have done is used a Sound Frequency Bands or Sound Frequency Watcher actor/s. In live capture settings (input/live capture settings) in Isadora you need to select a Sound Input device, ensure 'Sound Frequency Analysis' is checked, and Start Live Capture. That will provide the audio source to the Sound Frequency Bands or Sound Frequency Watcher actor/s in your scene. These actors allow you to convert audio frequency values into numeric outputs in Isadora. These numeric outputs can then be fed to your GLSL shader actor to control inputs, making the GLSL audio reactive.</p>

       Something like that probably.... I think I managed to publish an input in the code. This was 5 years ago... can't fully remember.

    • bonemap

      Random dice roller simulation
      How To... ? • • bonemap

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      Woland

      @bonemap

      Magnificent! This is so cool!

    • DusX

      Live Cinema Creation with Retro-Digital Tools by Karla Kracht
      Events • • DusX

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      Woland

      @skulpture said:

      it's really great seeing 'Isadora' events happening. We need more.

       Yes, we're also always happy to signal-boost other people's Isadora events

    • R

      [ANSWERED] How stop timer on scene? Stuck in Jump++ loop!
      How To... ? • • Reload2024

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      Paz

      @reload2024 Hello! Pause Engine from Isadora’s menu bar is an alternative option to Blind Mode. Hope that helps!

    • RWillats

      Mapping Video onto Inverted Head
      How To... ? • • RWillats

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      Woland

      @rwillats

      Some ideas (though I admit I don't work with 3D much in Isadora):

      Use the 3D actors:

      Import the .3ds file into Isadora and select it with the 3D Model Particles or 3D Player actor in Isadora.Feed your video as the texture input.Adjust the model’s scale, rotation, and translation until the face is aligned with your physical setup.If the print is concave, you can flip the normals (inside-out mesh) or rotate the camera 180° to “project” into the cavity.Once it looks correct virtually, align the projector physically to match this digital view.

      (Again, I don't know that what I'm saying here fully makes sense because I don't work with 3D very much, so take all the steps above with a grain of salt.)

      Use GLSL:

      You could use the existing TT GLSL "TT Bulge Distortion"You could also try this new TT Bulge Warp shader that I've just put together (I don't know if it's any good): /* TT Bulge Warp - Fragment Shader version v1.3 */ // ISADORA_PLUGIN_NAME("TT Bulge Warp") // ISADORA_PLUGIN_DESC("Applies a controlled radial bulge/concave distortion. Adjustable center, radius, and tiling.") // ISADORA_FLOAT_PARAM(bulge_amount, bulg, -7.0, 7.0, 0.3, "Amount of bulge. Positive = bulge, Negative = pinch.") uniform float bulge_amount; // ISADORA_FLOAT_PARAM(radius, radi, 0.0, 1.0, 0.5, "Radius of effect from center, as 0–1 proportion of image.") uniform float radius; // ISADORA_FLOAT_PARAM(horz_center, cx, -100.0, 100.0, 0.0, "Horizontal center point (in % of image width).") uniform float horz_center; // ISADORA_FLOAT_PARAM(vert_center, cy, -100.0, 100.0, 0.0, "Vertical center point (in % of image height).") uniform float vert_center; // ISADORA_INT_PARAM(tile, tile, 0, 1, 0, "Turn tiling on/off. Clamp if off.") uniform int tile; uniform vec2 resolution; uniform sampler2D tex0; void main(void) { vec2 uv = gl_TexCoord[0].xy; // Center position as normalized coordinates vec2 center = vec2(0.5 + horz_center / 100.0, 0.5 + vert_center / 100.0); vec2 delta = uv - center; float dist = length(delta); // Only apply within radius float effect = smoothstep(radius, 0.0, dist); // 1.0 near center, fades to 0.0 at radius float r = dist; float theta = atan(delta.y, delta.x); // Only modify r inside radius float r2 = mix(r, r + bulge_amount * pow(r, 2.0), effect); vec2 warped = center + r2 * vec2(cos(theta), sin(theta)); if (tile == 0) { warped = clamp(warped, vec2(0.0), vec2(1.0)); } gl_FragColor = texture2D(tex0, warped); }

      Additionally, here's our GLSL Shader Actor Tutorial Article for Isadora

      Since you're trying to modify existing shaders, the part of the article that's probably most relevant for you is Tutorial 3: Adding Real-Time Parameters to a Shader as this tutorial explains the format of variables. In particular, knowing how to adjust the 'min' and 'max' associated with a variable is quite helpful:

      Tutorial 3: Adding Real-Time Parameters to A Shader
      The really exciting opportunity offered by the GLSL Shader actor is the ability to manipulate shader parameters in real-time. Shaders accept real-time input through a mechanism known as uniform variables. For example, if you wanted the shader to receive a floating point number, you would add a line like this. 
      uniform float myVariableName;
      This defines a floating point number called myVariableName as an input. Then, you would use that variable in your code as needed. The trick here is to make that variable available to you as an input to the GLSL Shader actor. This is achieved using a special comment line that you add to the shader like this 
      // ISADORA_FLOAT_PARAM(name, id, min, max, default, "help text");
      In OpenGL Shader Language, any line that starts with "//" is considered to be a comment; in other words, it is ignored by the compiler. But it is not ignored by Isadora. Using comments like the one above, you can create an input for the GLSL Shader actor that sends its value to a uniform variable in the shader 
       Let's go through each part of this special comment in detail 
      // ISADORA_FLOAT_PARAM — This portion simply identified what kind of parameter is being defined. In this case, single floating point number. 
      name — This is where you define the name of the variable. This name must exactly correspond to the variable name given in the uniform variable — statement in the shader code. You cannot include spaces in this name; if you need a space, use the underscore (_) character instead.
      id — This identifier, which can be from 1 to 4 characters long, uniquely identifies the input. Should you re-arrange the order of the inputs, Isadora uses this identifier to ensure the links to that input are maintained. For each shader program, this identifier must be unique.
      min — For numeric parameters, this defines the minimum possible value for the input. 
      max — For numeric parameters, this defines the maximum possible value for the input. 
      default — For numeric parameters, this defines the default value for this input when the actor is added to the scene. This input is only meaningful if you add the source code for this shader to Isadora's GLSL Plugins folder. (More on this feature later.) 
      "help text" — This defines the help text that will appear in the information view for this input. If you share your shader code, you can help those who use it by providing useful, descriptive information about this input. Isadora's philosophy has always been to make it easy for the user to use the program; giving useful details in the help text supports that philosophy.
    • Videosmith

      Montreal Isadora workshop 18 / 19 Oct
      Events • • Videosmith

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      Woland

      @videosmith

      I posted about this in a couple relevant places on Discord.

      Have a lovely workshop :)

    • W

      MediaPipe, Pythoner and Isadora for body tracking and segmentation . . .
      How To... ? • mediapipe pythoner body tracking segmentation • • WJMackwood 0

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      W

      I just wanted to share the success I’ve had using Isadora’s ‘Pythoner Actor’ with MediaPipe (segmentation and pose landmark detection) and any decent camera feed (in my case an iPhone) to track individual body parts (up to 33). Also, by using its segmentation output with the ‘alpha mask’ actor, I’m able to add textures to the segmentation, or place the alpha mask output to any background. 

      It’s been great fun and has founds its way into my interactive stage work. 

      William

      Isadora: 4.1.3 (arm)

      Chip: Mac Studio M2 Max

      Mac OS: Sequoia 15.1.1 (24B91)

      iPhone 13 Pro

      iOS 18.1.1

    • JJHP3

      does the latest version do GLSL buffers
      How To... ? • • JJHP3

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      JJHP3

      I've been searching around for fluid simulations on shader toy and the ones that interest me have multiple buffers. I read that using buffers in GLSL actors will eventually arrive. Not yet??


      Thanks!

    • L

      Horizontal scrolling motion jerkiness, framerate, LED wall
      Troubleshooting and Bug Reports • • laverdi

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      L

      Hi!

      Am working with a Brompton Tessera processor and LED wall and 60 fps of framerate out of Izzy (wall is also set to 60). Am experiencing jitteriness and non-continuous/smooth motion when animating the position of a still image horizontally (same with jpgs or png). Am using the ease in-out actor to do a bit of horizontal position left to right.

      Any thoughts? It's not a very fast speed of motion either. 

      Thanks