Ah, thanks for the tip on Allow Periodic Events. That node was under my radar.
As far as using the main time port, here's my concept, and I'm wondering if there is any way to approach it in Vuo. Let's say, for example, that the main time port is running at the equivalent of 120 fps. I'm wondering if I can run chains of events staggered at lower framerates so that events only fire every (say) sixth frame (1, 7, 13, etc.) , and whether I can then stagger (delay) chains to run in between (for ex., on frames 2, 8, 14, etc.)
I guess this assumes enqueued events? Or maybe dropping frames makes this idea a moot point? Muddy thoughts....
As for "independent timebase", I'm just wondering whether some type of forced lower fps along chains of events inside Vuo would help at all, and wondering how that would translate to VDMX.
Wondering if there is any method I could use to lower framerate (let’s say to 24 fps) and enhance performance, for ex., with a Fire Periodically node, with the desired result to create some “headroom” for adding more stuff to a comp. Let’s say I have a comp processing video clips, and I want multiple/duplicate streams, i.e., chains of nodes. I wonder about something like setting up a Fire Periodically to fire at 24 fps, then delaying the event fired down a second chain.
Hey @Bodysoulspirit, nice comp, I like the seamless triangle strip mesh better than Steve (@smokris)' lines. Regarding the metallic shader, I copied Steve (@smokris)' macro shader to your comp, but I can't see how to rotate the shader image on the line strip to get it look like Steve (@smokris)'. Or at least I think that's a path to a solution, is it possible? Any progress on your side?