A large part of my work is writing about and sharing the Vuo story. We believe there are all kinds of people who will embrace Vuo once they discover it’s out there. So, my efforts include helping create the Vuo website, writing press releases, submitting conference proposals and generally figuring out how to create excitement and how to spread the word about Vuo. I occasionally help out with Vuo e-mail support and I'm part of the think-tank called "Team Vuo."
Hello everyone! We have two recent spotlights on how a VJ and graphic artist incorporate Vuo into their workflow, a small Vuo 1.2.8 release, and a change in Vuo's development team.
Spotlight: VJ MEKANIX
In our recent spotlight, Azy (@krezrock), a Los Angeles VJ, talks about his work, his creative process, and making unique Vuo image filters and image generators to use with VDMX. A frequent Vuo contributor, he's added several of his daily experiments, which he calls 1ups, to the Vuo Composition Gallery.
Spotlight: Graphic artist Luiz André Gama
In this spotlight, Luiz André Gama (@LuizAndre), talks about using Vuo to create unique visual effects consisting of beautiful and bizarre recursive images, as well as figuring out how to use Vuo's 3D nodes to alter photographic images.
Vuo on Instagram
Both Azy and Luiz André post to instagram, as Azy and Luiz André, respectively. You can follow Vuo on Instagram at vuoflow, or with the tag #vuoflow.
We’ve just released Vuo 1.2.8 — a free update if you’ve purchased any previous Vuo 1.2.x versions. This release improves the Detect Audio Beats node by adding support for detecting 175–250 BPM and 220–320 BPM. Thanks to Marco Kaspar (@marcozora) for funding this. The release also fixes a few community-reported bugs. See the release notes for details.
Karl Henkel leaves the Vuo development team
Karl Henkel, who has been part of Kosada's development team since 2012, has accepted a job with Unity Technologies. Karl is the developer of Parabox plug-ins for the Unity game engine. Seeking greater integration, Unity Technologies brought his plug-ins in-house. Karl is thrilled about this new relationship and is mastering French in preparation for a move to Unity's Montreal location.
In addition to his Vuo development work, Karl created some personal Vuo nodes he's shared with the community. He writes, "My time at Kosada was amazing. If I had to pick my favorite part of the job, it would without a doubt be the people. Everyone I worked with was passionate, caring, and just all around great persons. The community as well was a pleasure to interact with as well, and I’ll certainly be keeping up with all of your creations in the Vuo gallery!"
Good Luck, Karl, or should we say, "Bonne chance dans votre nouvel emploi."
The remaining developers, Jaymie, Melissa, Jean Marie, and Steve, continue to work on the next Vuo release. We're making good progress, but we're not yet ready to set a date.
When you start a composition, the Fire on Start node fires an event. When the composition is running, you can right click over the Started output port. You will see a popup window that includes the option Fire Event. This option will allow you to manually fire another event from this node. I find manually firing events from the Fire on Start node a good way to see how some changes I've made to the composition will affect the result. Hope that's helpful.
When exactly the problem happens — when VDMX rapidly sends a series of changing parameters into several published input ports in a Vuo composition, such as when using LFOs.
It's unrelated to Vuo's Send/Receive OSC Messages nodes.
Why it happens — unnecessary work is being done in the communication between VDMX and Vuo.
Actions Team Vuo is taking — We will make communication on Vuo's end more efficient in the next Vuo release, and have contacted the VDMX developers to suggest how they can make it more efficient on their end.
Work around — Move the LFO performance into Vuo using Wave or Curve nodes. Then set up your published ports to select the Wave node, Curve node, or constant value you want to use. You can also used published ports to control the input values to the Wave or Curve nodes. I've included an example that runs at 60fps on my system.