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    454 result(s) matching "", (0.03 seconds)
    Woland [ANSWERED] Adding formatting changes to subtitles

    @gpeddino

    I've changed the link. Try now.

    How To... ? •
    tease Help needed for two Shade

    @bonemap & @dbini & @Woland 

    Thank you to have tryed. I did reset my preference, on one of my machine my GLSL plugin folder in empty, so nothing to reinstall regarding GLSL I guess?

    and still this same: FRAG ERROR: 0:33: '<' : syntax error: syntax error. 

    Could one of you send me or post the GLSL actor you created, or the text that you have pasted on the GLSL actor?

    @DusX : this is what I pasted in Isadora GLSL Actor (just took out the first line): (just took out the first line):

    const float sphsize=.7; // planet size
    const float dist=.27; // distance for glow and distortion
    const float perturb=.3; // distortion amount of the flow around the planet
    const float displacement=.015; // hot air effect
    const float windspeed=.4; // speed of wind flow
    const float steps=110.; // number of steps for the volumetric rendering
    const float stepsize=.025; 
    const float brightness=.43;
    const vec3 planetcolor=vec3(0.55,0.4,0.3);
    const float fade=.005; //fade by distance
    const float glow=3.5; // glow amount, mainly on hit side

    // fractal params
    const int iterations=13; 
    const float fractparam=.7;
    const vec3 offset=vec3(1.5,2.,-1.5);

    float wind(vec3 p) {
    float d=max(0.,dist-max(0.,length(p)-sphsize)/sphsize)/dist; // for distortion and glow area
    float x=max(0.2,p.x*2.); // to increase glow on left side
    p.y*=1.+max(0.,-p.x-sphsize*.25)*1.5; // left side distortion (cheesy)
    p-=d*normalize(p)*perturb; // spheric distortion of flow
    p+=vec3(iTime*windspeed,0.,0.); // flow movement
    p=abs(fract((p+offset)*.1)-.5); // tile folding 
    for (int i=0; i<iterations; i++) {  
    p=abs(p)/dot(p,p)-fractparam; // the magic formula for the hot flow
    }
    return length(p)*(1.+d*glow*x)+d*glow*x; // return the result with glow applied
    }

    void mainImage( out vec4 fragColor, in vec2 fragCoord )
    {
    // get ray dir
    vec2 uv = fragCoord.xy / iResolution.xy-.5;
    vec3 dir=vec3(uv,1.);
    dir.x*=iResolution.x/iResolution.y;
    vec3 from=vec3(0.,0.,-2.+texture(iChannel0,uv*.5+iTime).x*stepsize); //from+dither

    // volumetric rendering
    float v=0., l=-0.0001, t=iTime*windspeed*.2;
    for (float r=10.;r<steps;r++) {
    vec3 p=from+r*dir*stepsize;
    float tx=texture(iChannel0,uv*.2+vec2(t,0.)).x*displacement; // hot air effect
    if (length(p)-sphsize-tx>0.)
    // outside planet, accumulate values as ray goes, applying distance fading
    v+=min(50.,wind(p))*max(0.,1.-r*fade); 
    else if (l<0.) 
    //inside planet, get planet shading if not already 
    //loop continues because of previous problems with breaks and not always optimizes much
    l=pow(max(.53,dot(normalize(p),normalize(vec3(-1.,.5,-0.3)))),4.)
    *(.5+texture(iChannel1,uv*vec2(2.,1.)*(1.+p.z*.5)+vec2(tx+t*.5,0.)).x*2.);
    }
    v/=steps; v*=brightness; // average values and apply bright factor
    vec3 col=vec3(v*1.25,v*v,v*v*v)+l*planetcolor; // set color
    col*=1.-length(pow(abs(uv),vec2(5.)))*14.; // vignette (kind of)
    fragColor = vec4(col,1.0);
    }

    Troubleshooting and Bug Reports •
    Skulpture Liquid extrude effect with live video feed in b/w

    @tease Yeah probably Rutt Etra set to solid I'd say. Can be pretty GPU heavy but worth it! 

    How To... ? •
    bonemap Liquid extrude effect with live video feed in b/w

    @tease

    You might mean the Rutt Etra its a plugin from the Add-ons page.

    Best Wishes

    Russell

    How To... ? •
    dbini Help needed for two Shade

    the red shower shader also compiles fine on my old Mac, but pushes the load up to 334% and the universe slows down.

    Troubleshooting and Bug Reports •
    bonemap Help needed for two Shade

    @tease

    Wow - that is an intense shader image!! I have no problems with compiling the shadertoy code. It may be worth trying a reinstall of the GLSL plugin, or resetting preferences.

    Best Wishes

    Russell

    Troubleshooting and Bug Reports •
    G [ANSWERED] Adding formatting changes to subtitles

    @woland Wow, that's exactly what I need! But i'm not being able to download the file... Nothing happens when I click the "File Download". Anyway, thanks in advance!!

    How To... ? •
    Woland Help needed for two Shade

    @tease said:

    is it because the textures are not present (line 40 & 46 on shader toy)? 

    Probably. If the shader is relying on textures and Isadora doesn't have access to those textures then it probably wouldn't work correctly. (My knowledge of GLSL Shader code is very limited though.)

    Troubleshooting and Bug Reports •
    Woland [ANSWERED] Problem receiving OSC data from Face Cap IOS App

    @DanielPineiro 

    Is it possible to configure your OSC Source to send the data you're interested in as separate channels? The reason you're having trouble is Isadora cannot simultaneously route live data to 51 different destinations at the same time from a single source. Think of it like 51 people trying to move from one room to another. If there's one door (a single OSC Channel), they can't switch rooms as quickly because there are 51 people and only 1 door so they'll have to take turns using the door. If there are 51 doors (OSC Channels), 1 for each person, they can all switch rooms simultaneously because they don't have to share a single door.

    Another analogy would be trying to throw 51 balls in 51 different directions; you'd need 51 arms in order to throw all 51 balls at the same time.

    Interfacing •
    DanielPineiro [ANSWERED] Problem receiving OSC data from Face Cap IOS App

    Isadora does not recognize it as 51 different channels:

    I guess routing it is the way to get the data, and it works, but incorrectly: (with a lot of lag)

    Interfacing •
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