VJ Spain Guest Tutorial Part 3 - Usando Quartz Composer en VDMX

Today we are once again joined by guest poster Marcos Prack with part three of his series of Spanish video tutorials for a lesson on using Quartz Composer iterators and using compositions inside of VDMX: "En este tutorial os muestro como crear una composición en Quartz Composer y publicar parámetros que controlaremos luego en VDMX."

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Auto loading media from a Dropbox folder to VDMX.

​In this video tutorial we'll look at using the popular file sharing service 'Dropbox' to transfer images from an iPhone to a Mac, and then have those images automatically loaded into VDMX where they can be triggered and remixed. This same basic idea can be used with any folder on disk, whether the media files are manually moved, copied over a network, or downloaded over the Internet.​

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The Quartz Composer Interaction object and VDMX Preview Windows

One of the newer features added to Quartz Composer is a new 'Interaction' object which allows for mouse clicks in the QC Viewer, as well as Preview Window plugins within VDMX, to be detected when billboard and sprites are clicked, making it possible to control patches in a variety of ways not possible with standard ​input splitters.

For this tutorial we'll first create a basic Quartz Composer composition that makes use of the 'Interaction' object ​and then import it into VDMX where it can be manipulated directly from a Preview Window plugin.

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Making and Installing GLSL Composition Modes for VDMX

​To get the best performance out of using the Hap codec within VDMX we also recently added another new feature making it possible to use GLSL shaders to perform composition between layers. While the standard 'OpenGL- Add' and 'OpenGL- Over' modes are the absolute fastest when it comes to rendering, when more complex composition modes such as 'Difference' or 'Multiply' are needed shaders are the best alternative when playing back movie files, particularly when you're not using CoreImage or Quartz Composer based FX on the layer.​

In this two part tutorial we'll look first at the basics of adding new 3rd party shaders to the assets folder, and then move on to the intermediate level step of creating new custom blend modes.​

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