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    • V

      ​Infrared reflective tracking - Where to find a good camera.
      How To... ? • • Video Architect

      7
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      Votes
      7
      Posts
      745
      Views

      mark_m

      @woland

      Magnificent indeed!!! Perhaps they'll be reintroduced: there's quite a strong guerrilla rewilding movement here in the UK...

    • ray

      12 projector output
      How To... ? • projectors • • ray

      6
      1
      Votes
      6
      Posts
      87
      Views

      Juriaan

      I personally did up to 10, using a Blackmagic Decklink Quad (8 Outputs), and two HDMI ports (control monitor / additional monitor for the backstage crew)

      With a RTX 4090, and a speedy CPU you should be able to push that to do a Blackmagic Decklink + a Datapath FX4.

    • Ubik

      Unexpected bad performance
      Troubleshooting and Bug Reports • • Ubik

      3
      0
      Votes
      3
      Posts
      73
      Views

      Woland

      @ubik

      Can you send the patch either here (if you're comfortable) or in a support ticket (see the link in my signature) so we can take a look at it? In medical terms, it can be hard to diagnose a patient over the phone rather than through a physical exam.

    • O

      Video modes - Blackmagic Desktop Video Driver setup
      Troubleshooting and Bug Reports • • opmeyer1

      2
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      Votes
      2
      Posts
      1
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      Juriaan

      @opmeyer1

      Hi! 

      Thanks for making such a detailed bug report. Tagging our team here to log the bug report / get that into our system.

      @woland @dusx

    • N

      [ANSWERED] Fisheye Undistort?
      How To... ? • • nic

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      48
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      DusX

      @nic

      Here is a GLSL shader, that will unwarp a 'fisheye' (its not going to be perfect, since its not calibrated to any specific lens), but it should provide a decent result.

      /* Fisheye Correction - Fragment Shader For Isadora GLSL Shader actor */ // ISADORA_PLUGIN_NAME("Fisheye Correction") // ISADORA_PLUGIN_DESC("Corrects fisheye lens distortion from an input video stream to create a flatter, non-fisheye output.") // ISADORA_FLOAT_PARAM(strength, strn, 0.0, 200.0, 100.0, "Amount of fisheye correction. Higher values remove more barrel distortion.") uniform float strength; // ISADORA_FLOAT_PARAM(zoom, zoom, 50.0, 200.0, 115.0, "Zooms the corrected image to hide curved black edges.") uniform float zoom; // ISADORA_FLOAT_PARAM(horz_center, ctrx, -100.0, 100.0, 0.0, "Horizontal center of the lens correction.") uniform float horz_center; // ISADORA_FLOAT_PARAM(vert_center, ctry, -100.0, 100.0, 0.0, "Vertical center of the lens correction.") uniform float vert_center; // ISADORA_FLOAT_PARAM(edge_softness, edge, 0.0, 20.0, 2.0, "Softens the edge where the corrected image runs outside the source.") uniform float edge_softness; // Built-in Isadora uniforms uniform vec2 resolution; uniform sampler2D tex0; void main(void) { vec2 uv = gl_TexCoord[0].xy; // Move coordinates so that 0,0 is the image center. vec2 center = vec2(0.5) + vec2(horz_center, vert_center) / 200.0; vec2 p = uv - center; // Correct for non-square aspect ratio. float aspect = resolution.x / resolution.y; p.x *= aspect; // Zoom after correction. Higher zoom crops the outer edges. p /= zoom / 100.0; // Distance from lens center. float r = length(p); // Barrel/fisheye correction. // The shader samples farther outward as pixels move from the center, // which visually straightens fisheye-curved lines. float k = strength / 100.0; float corrected_r = r * (1.0 + k * r * r); vec2 corrected_p = p; if (r > 0.00001) { corrected_p = normalize(p) * corrected_r; } // Undo aspect correction and return to texture coordinates. corrected_p.x /= aspect; vec2 sample_uv = corrected_p + center; // Create a soft mask so out-of-range areas fade to black. float soft = edge_softness / 100.0; float mask_x = smoothstep(0.0, soft, sample_uv.x) * smoothstep(0.0, soft, 1.0 - sample_uv.x); float mask_y = smoothstep(0.0, soft, sample_uv.y) * smoothstep(0.0, soft, 1.0 - sample_uv.y); float mask = mask_x * mask_y; // Clamp sampling to avoid texture wrapping artifacts. sample_uv = clamp(sample_uv, vec2(0.0), vec2(1.0)); vec4 color = texture2D(tex0, sample_uv); gl_FragColor = vec4(color.rgb * mask, color.a); }
    • Woland

      Connecting Isadora to Rokoko Studio to get tracking data from the Rokoko Smartsuit Pro/Pro II and Smart Gloves
      Hardware, Interfacing, and Third-Party Software • rokoko tracking data interactive smartsuit pro • • Woland

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      Woland

      Hello all,

      There have been a few questions in the past few months, so I just wanted to give a *very* quick and dirty explanation of how to connect Isadora to Rokoko Studio in order to get tracking data from the Rokoko Smartsuit Pro/Pro II and Smart Gloves.

      Setup Steps: 

      Download and install IsadoraIf you don't have an Isadora license and want to be able to save your work, purchase an Isadora LicenseNote: There are short-term and long-term options for licenses. Check the store for more details.Download and install Rokoko Studio from Rokoko's website.Note: This software is what collects the live data from the suit/glovesGet a Rokoko Plus subscription so that you can stream the data to Isadora from the Rokoko Studio Software.Get your suit/gloves connected to your WiFi and ensure they show up in Rokoko StudioNote: If you are having trouble, feel free to consult:Rokoko's Onboarding Essentials YouTube playlistRokoko's help articlesDownload the Rokoko Studio Live Watcher Add-On, unzip it, and follow the setup steps inside to connect Rokoko Studio to IsadoraNote: If you are having trouble, feel free to consult Rokoko's article on connecting Rokoko Studio to Isadora.