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Jaymie (@jstrecker)


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The thing is, the feedback loop doesn't become a deadlocked feedback loop until you add that cable. In your original composition, events are coming into the feedback loop through the SIZE node's Time port. When you attempt to connect the cable, events would be entering the feedback loop from a second point: the left Hold Value node's refresh port. At that moment it changes from an OK feedback loop to a deadlocked feedback loop.

As I mentioned on your other post, I think you can avoid the problem by getting rid of the left Hold Value node.

Regarding the crashes — It looks like at least some of them have to do with custom nodes you're working on. If you'd like help with those, please make a separate bug report to help us keep track, and send the subcomposition or node source code that's causing a problem.

Does Vuo consistently crash when you connect that cable? I tried several times, with and without the composition running, and couldn't get it to crash.

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@jstrecker posted a new Community Spotlight, “VJ MEKANIX 1ups his game with Vuo x VDMX

VJ MEKANIX 1ups his game with Vuo x VDMX

As a VJ based in Los Angeles, he’s worked with entertainment companies ranging from Universal Music to Live Nation to KCRW, and artists including Rezz, Deorro, Chris Lake, Marshmello, and Nicole Moudaber. He’s the House VJ for Insomniac’s festivals in Southern California. He’s a wiz at creating Vuo image filters and image generators for VDMX.

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@jstrecker commented on @MartinusMagneson's Discussion, “Memory leak

Wow, that's some leak :)

When Average Of Items is 0, the memory skyrockets and the node never outputs an event. If you change Average Of Items to 1, the memory is fine and the node outputs the expected event. I'll bet the node is stuck in an infinite loop in the case where Average Of Items is 0.

How about here: for(int i = 1; i <= listCount; i = (i + averageCount)) — if averageCount is 0, i never increments.

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@jstrecker commented on @jersmi's Discussion, “Layer Masking

By the time the image goes through Apply Mask, it has the transparency you want — opaque in the middle, transparent around the edges.

3D objects are finicky about transparency. (Open feature request: Improve rendering of transparent objects.) Not only do they need to have transparency in their shaders, they also have to be rendered in order from back to front. In this composition, I've put one 3D object slightly behind the other and put it first in the Render Scene to Window Objects list. This causes the cat on the right to be blended on top of the cat on the left.

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The Smooth with Duration node stores its own internal state. When you send a different value into Set Target, it starts from its current position, it doesn't start over at the original position. Maybe the attached composition helps as a demonstration.