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    • E

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

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      E

      I have managed to get snapshots through OBS, but its a bit of an extra piece of work, and not super handy.

    • F

      [ANSWERED] Stage setup custom resolution not working like I expect
      How To... ? • • frank522

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      jfg

      Another way is to use the monitor in control panel. Set the ID of the monitor (here 1) to the output of the NDI 5 Watcher. That's it. You can choose the size of the monitor in the control panel as you want. You don't need any extra stage for the preview.

      Best regards

      Jean-François 

    • R

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

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      Woland

      @roberto2022

      No problem :)

    • F

      [RESOLVED] Issue with Elgato camlink 4K live capture
      Hardware • • frank522

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      F

      OK, lesson learned - it was a corrupt file at 

      /Users/theatre/Library/HTTPStorages/com.troikatronix.isadora

      When IT uninstalled and reinstalled Izzy it works on 26.7.1. Live and learn. Thanks all! FAS

    • J

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

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      J

      @dusx

      Many thanks for looking into this.

      Jonathan.

    • Skulpture

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

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      Skulpture

      @jjhp3 said:

      <p>Wow - unbelievably terrific - Thanks!</p>

       You're welcome. Enjoy. 

    • mark_m

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

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      228
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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.

    • bonemap

      [LOGGED] Regularly unresponsive OK button when executing OSC port number change
      Troubleshooting and Bug Reports • • bonemap

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      Woland

      @bonemap said:

      As a workaround, can I edit the Isadora preferences file manually while the Isadora application is closed?

       I don't know how to edit the preferences file since it's binary and not plain text, but one workaround is:

      Use the steps in this article to install both the newer version of Isadora, and an older version of Isadora that doesn't have this problem.Delete your Isadora Preferences (use the steps under "macOS" and "Windows Option 2" from this article to delete all of them.)Open an older version of Isadora that doesn't have the issue.Change the OSC port in that versionClose the older version of IsadoraOpen the newer version of IsadoraIt will create a new preferences file by copying the older preferences file, in theory taking on the OSC port you set in the old one.

      NOTE: If you want to change the port again, you need to perform steps 2-7 above again.

    • K

      License Upgrade Decision Query
      How To... ? • mn usa • • Kolmon3853

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      4641
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      K

      @citizenjoe

      Thanks for this insight. The 2 license approach is where I am leaning. Having a year on a second license allows work to take place for a longer period, after which I could reevaluate whether I still need the additional license for another year. 

      I'm glad to hear that it's worth it to do the upgrade. It sure seems like there are significant things that make it all more flexible, versatile and easier to do a lot of things... especially audio. I look forward to working with it.

      I appreciate your feedback.

      Best,

      Craig

    • E

      [SOLVED] URGENT problems with export
      Troubleshooting and Bug Reports • • Eva

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      E

      I solved it for now

    • R

      Wireless HDMI
      Hardware • • Reinhard

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      126
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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

      Scene label sizes 4.5.1
      Interfacing • • casselli

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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

      Using Shader with Audio Input?
      How To... ? • • dexamusx

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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

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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.

    • Mr_J

      [LOGGED] when combining video scaling
      Troubleshooting and Bug Reports • scaling settings • • Mr_J

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      Woland

      @mr_j

      I'm not seeing the exact same behavior as you, but something similar. I am able to close Isadora Settings, but I do see that on newer versions of macOS, this causes an eternal popup that can't be closed for me, so I'll log that.

      Best wishes,

      Woland

    • dbini

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

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      dbini

      FYI: In three weeks we launch the inaugural Festival of Augmented Dance in Oulu, Finland, bringing dance/tech works from around the globe. We are taking over the stage at Valve Cultural Centre for four evenings of performances - with at least 4 pieces powered by Isadora.
      Wednesday 25th November is a triple bill of new works that have emerged from recent Dance Hack residencies, each piece utilises Pipo Motion sensors to drive the projection and sound.
      Thursday evening's show is Boreali by Anna Borràs that features projection mapping onto a circular curtain of hanging strings. Friday is a mixed double bill, with one performance from Estonia where the audience influences the content, the other is a Swedish abstract dance installation bringing oldschool overhead projectors into the mix.
      Saturday night is dedicated to Chimerik 似不像 who will be showing their newest performance: SI(x), featuring live soundtrack by Sammy Chien, IR tracking and projection onto sand.
      Throughout the week, the Festival Lounge will be open in Itu Artlab, showing an exhibition of drawings and AR-enhanced photography, a VR installation, and 5 dance films looping in the window.
      And at the same time, we are running Oulu Dance Hack Summit - a 5-day werkstatt that incudes a workshop session run by Woland. 
      More info: taikabox.com/festival