Linear Spread illustrated guide to vvvv for newbies in computer arts
table of contents 2. table of contents 3. vvvv a multipurpose toolkit introduction bla-bla-bla 4. about this guide 5. vvvv is real time 6. multipurpose and fast why should I use vvvv? 7. some extra propaganda 8. vvvv basics 9. Renderer (EX9) call yourself 10. primitives.dx9 a ‘media artist’ 11. textures 12. nodes categories 13. the power of vvvv is in spreads 14. vectors 15. controling spreads enough to make pages 16. io boxes complex things 17. subpatches 18. S and R nodes 19. coordinate system enough to make 20. 3d space 21. 3d models in vvvv beautiful things 22. vvvv effects aka shaders in 3d space 23. logic 24. timebased logic before becoming much 25. loops and feedback 26. red nodes and other bugs more advanced, you may 27. boygroup want to spend 20 minutes 28. external protocols 29. girlpower 30. user interface 31. changing values 32. Inspektor example IOBox to print pages 37-43 33. Inspektor example Renderer (EX9) appendix 34. CodeEditor and keep them 35. how to read vvvv patches near you to you. 36. vvvv links
vvvv a multipurpose toolkit vvvv is a graphical programming environment for easy prototyping and fast development. It is designed to facilitate the handling of large media environments with physical interfaces, real-time motion graphics and audio and video that can interact with many users simultaneously. The VVVV Group is responsible for its continuous development. http://vvvv.org/ http://vimeo.com/channels/vvvv The vvvv channel on Vimeo is a showcase of work produced by vvvv users. Seeing the power of vvvv will explain it better than a thousand words ever can vvvv is for Windows only Because it is using the power of DirectX, to run vvvv you need either WindowsXP, Vista or 7, the lastest DirectX Redistributable and .net3.5 installed . To run vvvv on Mac, you need to run Windows via BootCamp. vvvv not suitable for following tasks: you can not force vvvv to run patches inside a web browser, and you cannot compile vvvv projects into self-running .exe files. You always need a copy of vvvv itself running. If this is a requirement for you, then you should consider searching for other tools.
about this guide This is very first offline and experimental version of a vvvv guide. It made for people who have never used any programming languages before to create motion design, generative art objects or user interaction installations. We have made a very brief overview of vvvv. By reading this guide you will understand the main concepts of vvvv, but not in detail, or advanced usage. To find a more complete explanation and learn vvvv in detail, please follow the links provided on most pages. Reading this guide should take about 20 minutes. It’s all time you need to understand one of most powerful software packages for createing interactive installations and generative art. Please note, this is not official guide. The vvvv group is not response for any contents of this guide. For any questions about this guide, please feel free to contact me directly: skype: andrey.bo.27 Credits and many thanks to: Proofreading: Elliot Woods http://www.kimchiandchips.com René Westhof Illustrations: Georg Michri Design:
Nata Suntsova Thanks to: vdmokstati, ain, alg, Kalle, m4d, vvvv group
and to my family Nadya and Dominika
why should I use vvvv?
vvvv is real time Compiling thank God, *#%!?! Command my car is sorry, I didn’t <brake>?!?! controlled have time in realtime! to compile the brakes.... Where many other programming languages have distinct modes for developing and runtime, vvvv has only one mode - runtime. In other words, vvvv is constantly performing calculations and rendering graphics while you're editing the patch. Patching in vvvv is like driving a car. Get results immediately when you want it.
multipurpose and fast Why am I choosing the wrong club... always? One stick for all clicks! You do not need many programms running vvvv is suitable for many tasks involving common computer media types like: video, audio, 3d animation, the internet, interactive multi-users interactions, multiscreen setups...... to name only a few. To deal with 3d models, audio analysis and network connections at the same time, you do not need many programms running, but only the one. And the most imortant thing, vvvv is still realtime even when you are working with all those things at the same time. vvvv is more like hockey, not golf.
vvvv is a powerful graphical environment with built-in C# and HLSL code editors and many input/output nodes for all types of external protocols such as TCP, UDP, DMX, MIDI, TUIO, OSC, RS232 and so on... Thanks to the community, you can also interact with Wii, PSP, Kinect and many more devices. vvv is as cool as Leonardo and as simple as Robin Hood vvvv is free for evaluation and non-commercial use. You can start using vvvv right now without any restrictions. http://vvvv.org/downloads For all commercial applications, you need to buy a license. http://vvvv.org/licensing
call yourself a ‘media artist’
vvvv basics vvvv uses graphical objects for programming instead of a textual programming interface. Programs are created within patches. Individual operations and functions are represented as nodes. Connections between nodes are called links, and are drawn and modified with the mouse. Links create a structure that sends data from one node to another. Incoming data Incoming data Link Link Node Node In most cases a node has more options than you can see. Outgoing All options are availiable in data the Inspektor. You can open it by selecting a node with a left click, and pressing Ctrl-i Outgoing data Input Pin(s) store settled data or receive incoming data via a link vvvv stores most datas in node pins, Node calculates so links are necessary for transfering some magic data only Output Pin(s) sends outgoing data via link(s) To create your very first patch, run vvvv, double-left click into the empty grey window and select any node from the list. Welcome to vvvv. http://vvvv.org/documentation/tutorial-introduction
Renderer (EX9) To view any output we need a renderer node. There are several different renderer nodes in vvvv (with possibilities to visualize different kinds of data). We generally use the Renderer.EX9 node for most types of visual data. The Renderer node has an external window named DirectXRenderer and, of course, it may be FullScreen with any resolution that your graphic card supports. http://vvvv.org/documentation/dx9-rendering#starting-with-directx The Renderer node has an external window named "DirectX Renderer" Most things Click on the window and press you are patching Alt-Enter to force FullScreen mode. end up going to Before do so, you can check resolution the Renderer settings in the Inspektor. Please refer to the Renderer's Inspektor screenshot on page 40 You can either hide the window or show the renderer window as into a node by pressing Alt-3 a block in your patch by pressing Alt-2. /girlpower/(Halo Ball) patches by roman
primitives (DX9) The most simple thing that you can draw in the Renderer window is a Quad(DX9) node. But understanding Quad will open many doors in the world of computer media art for you. Don’t let the EX9-DX9 naming disparity puzzle you - they communicate each other perfectly. So let’s connect Quad (DX9) to the Renderer(EX9) It's ok even if it is not perfectly square - you can read more about this when you learn about the coordinate system on page 24 To introduce basic pins and save your printer ink, we draw results below as you should see them in the Renderer (EX9) window: by default using Transfrom pin using Color pin using Texture pin Other DX9 nodes work in the same manner. Since pin names speaks for themselves, we do not explain them carefully now. http://vvvv.org/documentation/quad-%28dx9%29 Feel free to play with following nodes:
textures vvvv supports many more textures formats than most people can imagine would exist. For us, it is a pleasure to know, that by using only Renderer, Quad, Transfrom and Textures, we can call ourselves contemporary media artists. http://vvvv.org/documentation/dx9-rendering#texturing Anything you see in the Renderer window can be later used as a texture You can customize the texture transform independently with the Texture Transfrom pins Group.EX9 node is very similar to Layers in your favourite graphical editing software The Renderer node has masses You can apply the same of settings. You should check texture to many different them in the Inspektor. objects at the same time Same with the Texture nodes. http://vvvv.org/documentation/howto-prepare-textures
nodes categories vvvv supports many types of data, A screwdriver fits bolts e.g. values, strings, textures, wherever they are. transforms, meshes etc... Same with node Nodes dealing with same data categories. type are grouped into categories and subcategories. Same data connected to various places http://vvvv.org/documentation/pins-and-data-types On starting every new link, vvvv highlights There are many nodes to convert one data type to another. for you pins that can accept that link's data With them you can achive very interesting and complex interactions. type http://vvvv.org/documentation/nodelist The NodeBrowser is the central access point to all nodes that exist within vvvv. Simply doubleclick inside an empty area of a patch to bring up the NodeBrowser. Rightclick into the text field of the NodeBrowser to switch to a categorized tree view of the node list. NodeBrowser with node list sorted by text input Pressing Ctrl-N opens the NodeBrowser in an external window. From it you can drag-n-drop nodes into patches.
enough to make complex things
the power of vvvv is in spreads The word Spread actually denotes nothing more than a list. A list of arbitrary data. Be it values, strings, colors,... and a signle entry in such a list we call a Slice. Slice Spread In almost all cases where you want to deal with multiple instances of data, be it values, colors, files, textures, geometries... you can keep your patch pretty simple by thinking in spreads. Custom spread I (Node) creates spread CircularSpread outputs Set of random values by range from # to # circlular values instead of you having to undertand sin/cos
vectors Vectors are not only maths tool but they are the most frequently used spreads. Thinking in vectors is very similar to thinking in spreads. vvvv has many vector oriented nodes, like Translate (Transform Vector) etc. In many cases, using vectors is easier than using separated values. A node looks first at the slicecounts of all spreads it receives. The maximum slicecount of the inputs is used as that node's output slicecount. Well. Nevermind. A spread will never end. When a node gets to the last slice, it goes back to the first one and simply repeats again.
controling spreads Of course, there are a lot of good reasons to access individual slices. Every slice has an Index number. Using the Index, you can select any custom slice. http://vvvv.org/documentation/spreads You can select not only one slice, but spread of slices. Either you may sort and shift them by using special nodes from the Spread category, applying custom spreads to Index pins or useing BinSize pins. The BinSize determines how many slices the node will take from the spread Stallone is a very flexible node, which allows you to merge slices from any number of inputs and distribute them to any number of slices on any number of outputs.
io boxes IOBox means Input/Output Box, meaning that these nodes are useful for both purposes: As a means for the user to input data into the running program. On the other hand they can be used to output/display data from the running program. We have used many IOBoxes for the screenshots of this guide, to make important data visible. However, these IOBoxes are generally not vital for the functioning of the patches in the examples. Use Double right click in an empty space within the patch window to get If you are looking for interface elements like sliders and buttons, to the IOBox then IOBoxes are also all what you want. shortcut menu Please take a look at the IOBox Inspektor screenshot on page 39. http://vvvv.org/documentation/tutorial-ioboxes
subpatches A Subpatch is nothing special at all: it is just a node containg a patch. The term Subpatch describes only the way you view the patch: it is a standard patch which has been placed inside another one. Creating a Subpatch is extremely easy. Pins can be added to the subpatch node by entering a Descriptive Name to IOBoxes within the subpatch. You can give these names in the Inspektor or by making a middle-mouse-click on a connected IOBox. In this case, the IOBox acts as a parameter, and appears as a pin on the subpatch node. Now, just save your patch that you want to become a subpatch, close it, and then drag-and-drop the .v4p file from Windows into another patch. http://vvvv.org/documentation/subpatches Right clicking on the subpatch node opens it in an external window (or hide it again if it is already opened). Alt-1 Alt-2 Alt-3 shortcuts also work. Ctrl-W - close subpatch window and REMOVE subpatch from the patch. ??? !!!
S and R nodes Futuristic machine, to immediately transfer from one place to many other places is availiable now in vvvv Sometimes you need to transfer data, but you don’t want to create new links. S and R nodes are for that. A pull-down menu for R nodes is R nodes can be placed anywhere automatically generated from the in currently open patches. all descriptions of SendString pins of all S nodes You may want to use them to keep your patches clean when one piece of data goes to many-many places, or the 'deepness' of your subputching means that making links is not comfortable at all. Of course, there are also other reasons to use S/R Nodes.
enough to make beautiful things in 3d space
coordinate system The Renderer window area has a default The Earth is Where is my range of -1 to +1 in both dimensions (XY). rotatin around firelight? The origin has coordinates 0,0 the Sun... and is in the middle of the window. There is also a z-coordinate, which is not shown in the diagram. There are naturally no pixels, inches or millimetres in the coordinate system of vvvv, but only four digits values (0.0000). Actually this works well, because coordinates do not depend on the window size or screen resolution. We call this normalised coordinates. -1,1 1,1 -1,1 1,1 0,0 -1,-1 1,-1 0,0 The Renderer window area has a default range of -1 to +1 So, if you want a Quad to fill the whole -1,-1 1,-1 Renderer you need to scale it by 2 http://vvvv.org/documentation/dx9-rendering#coordinate-systems Of course, you may want a square to always look like a square, or have a different range of coordinate in some cases. You can do so by applying Transfrom nodes to transfrom pins of the Renderer node. Scale by 0.1 maps the Renderer The AspectRatio node helps by making coordinates coordinates range to -10 to +10 depend on your window size, you may also force aspect ratio e.g. 4:3 or 16:9 aspects
3d space The coordinate system in 3d space will be generally be transformed by our view onto the 3D scene, this will create some distortion of the coordinates. The easiest way to look around a 3d space is to connect the Camera (TransfromSoftimage) module to the View and Projection pins of a Renderer.EX9 node. Keep in mind that the world you see in 3d space always depends on your point of view. Y 0,0,0 X Z Easy to use virtual camera for day to day work with the Renderer (EX9). Keyboard & Mouse Usage: Orbit press O and hold while dragging to Orbit Zoom press Z and hold while dragging to.. View pin is for camera position
[left mousebutton:] pan or rotation
[right mousebutton:] zoom Projection pin is for perspective Position press P and hold while dragging to dolly
[left mousebutton:] slow Since these pins accept transform
[right mousebutton:] fast data, you can apply any custom Reset press R and hold for a moment to reset the viewport transfrorm here. http://vvvv.org/documentation/ex9.spaces The world you see, always depends on point of view.
3d models in vvvv In vvvv there are several ways to create a 3d model, aka Mesh: use a basic primitives like Grid, Box, Sphere from the EX9.Geometry node category; load an .x file from a 3d modelling application using XFile (EX9.Geometry Load); load a .dae collada file from a 3d modelling / animation application using the COLLADA plugin; create generative geometry with VertexBuffer (EX9.Geometry Join) and Mesh (EX9.GeometryJoin). EX9.Geometry primitive Model in xFile format Animated model in Collada format .x file .dae file http://vvvv.org/documentation/ex9.geometry Each vertex is a container for data like position, orientation (normal), texture coordinates and so on. Since vvvv gives direct access to the vertex data, there are no limits to how you can deform 3d models. Wireframed sphere, deformed within VertexBuffer nodes /girlpower/fluidynamicshere.v4p patch by defetto&thedoctor astroBoy_walk.dae Copyright 2008 Sony Computer Entertainment Inc. Licensed under the Creative Commons Attribution
vvvv effects aka shaders Actually, all we give our worm to eat circle sphere globe ball apple evil liquid robot from future is the same sphere, but our shader determines how that sphere will appear. Help worm to find food Shaders are nothing but good news. Firstly, without knowing anything about them, you can use them as usual nodes. Simply look in the EX9.Effects category in the NodeBrowser. The single thing you must always remember is that you must apply a mesh to the shader, to give it an object to visualise. http://vvvv.org/documentation/tutorial-of-effects-and-shaders You must apply a mesh to a shader. As you see, a shader usually has lots of option Second, since vvvv has a built-in HLSL textual editor, you may edit and create original effects yourself. Simply right-click on an effect node to open the CodeEditor window, or start your own shader by cloning a template. Select Template (EX9.Effect) from NodeBrowser and press Ctrl-Enter to start editing a new shader. And third, there are plenty of lovely shaders developed and shared by the community: http://vvvv.org/contributions
becoming much more advanced, you may want to spend 20 minutes
logic You must stop on red light, and you can go on green. vvvv has switch nodes which can do this in your patches. You can also create complex algorithms with the boolean category nodes. Hard switch between Smooth morph A slightly more complex case: type values, strings, colors,nodes between values or ‘box’ to see box insteed of teapot colors http://vvvv.org/documentation/logic Classic if, else, then logic can be easly recreated with boolean nodes like OR, AND, NOT. You can also achieve the same results with simple value nodes like Equal When programming sequences, interaction logic or any other more complex tasks, you should try NOT to interweave the logic parts of your patch deep into the graphical parts of your patch. It is generally best to have a 'central command' station where you handle all the locical states in an abstract way, and then send only the relevant data to other places in your patch.
timebased logic If processes in your patch are going to be concerned with time (like a count down from 10 to 0), or you need timebased loops (like an animated walk or cycled rotation), or you need bangs to be toggled for a while, then there are many nodes for that. Most of them are from the Animation category. LFO (Animation) counts up Counter (Animation) counts MonoFlop (Animation) keeps from 0 to 1 over a set time period. up or down on every bang. a bang for a set amount of time. You may want to look through all the option pins on the Counter node A Quad makes a full Set was hit spin every 1 second withing the and will do so forever last 2 seconds CurrentTime (Astronomy) knows what day it is now. Stopwatch (Animation) knows how long its been running. You may need to time races from time to time! Gregorian (Astromony) formats the time from milliseconds to years http://vvvv.org/documentation/timelinersa TimelinerSA is a very advanced timeline.
loops and feedback The basic rule to remember is: vvvv will only evaluate all nodes in the graph only once every frame, so if you want to loop any data, you'll have to wait a bit. Single reason to wait a bit Nodes like FrameDelay (Animation) give an output which doesn't depend on its input this frame, but instead of the input from the last frame - this is perfectly allowed. So as soon as you have at least one node like this in your loop, then you can 'close' the loop. Other nodes also have this property.
red nodes and other bugs Sometime you can find red nodes without pins. This can happen (for instance) when you download contributions or features from the forum. With red nodes vvvv, tells you that it cannot find a specific file at a specific place. So all you need to do is find the missing file and specify right path to it. http://vvvv.org/documentation/paths vvvv has nodes which help you to find problems. The first is Renderer (TTY) - it will report problems that vvvv encounters to you, in an external text window. It's generally a good idea to place the Renderer (TTY) node somewhere inside your patch, especially whist you are coding. The Timing (Debug) node and PerfMeter (Debug) module can report the framerate of your system. MainLoop (VVVV) allows you to limit the framerate that vvvv should run with. http://vvvv.org/documentation/troubleshooting To fix other bugs, try to search through the forum threads. To highlight any new bug that you've found you can start your own thread in the forum. You may note that vvvv is still a beta release. sorry girls, idea for the sketch comes from my girlfriend
boygroup Boygrouping is the name for vvvvs built-in client-server architecture. It allows you to control any number of render computers (i.e. clients) from 1 or more servers. This way, you can do all of your Connect two or more PCs to the network via Ethernet and manually specify their IPs. patching on Run vvvv on the Server Run vvvv on the Clients the server whilst with commandline parameter with commandline parameter your patch runs /server /client [SERVER IP] across the entire vvvv.exe /server vvvv.exe /client 192.168.1.1 network. VVVV makes sure that all the connected clients will run 'N'Sync'. Applications Specify clients IPs Do nothing here of boygrouping using the Boygroup (VVVV Server) node are usually multi- screen systems and seamless multiprojection setups. Press Ctrl-B to make selected nodes blue Welcome to the boygroup Grey nodes exist and still do nothing here on the Server only Same nodes on all Clients Blue nodes are duplicated onto all the Clients Any data in links between grey and blue nodes are sent over the network. VVVV handles all this for you. You can Boygroup Value, String and Colour types http://vvvv.org/documentation/boygrouping-basics
external protocols vvvv has input/output nodes for tonnes of external protocols, e.g. TCP, UDP, DMX, MIDI, TUIO, OSC, RS232 and so on... Thanks to the community, you can even control Wii, PSP, Kinect and many more devices. But lets start with the basics: The Mouse (System) and Keyboard (System) nodes recieve data from the most used devices. In many cases, that's enough. http://vvvv.org/documentation/io New devices comes onto the market around the world every day. For some, you need drivers, for others you don’t. We will just point out some nodes below. I guess you have a time to play with your device. Thanks to the TUIO protocol you Some MIDI keyboards are cheap DMX is worldwide standard can recieve data from many types and effective to use for life to control lights (and sometimes of software and devices, performances sound) via a DMX network e.g. from iPhone Human Interface Devices are RS232 is professional standard to control various types of devices, things like joysticks, wheels, from dvd-players and plasma sreens to giant scrapyard claws and gamepads, touch-screens etc. factory machines. You can also use this node to talk to your Arduino.
girlpower Now all you need is girlpower! The /girlpower folder comes with every vvvv release and contains many demo-patches of the main vvvv features that were introduced over the past years. Exploring and tinkering with the patches one by one inside the girlpower folder will teach you much than reading ever can. /vvvv45_beta25/girlpower/
to print pages 37-43 and keep them near you to you
vvvv user interface opening vvvv for the first time ** Double left click on empty space inside the patch opens NodeBrowser ** Double right click on empty space inside the patch opens IOBoxes menu * Middle click in the patch opens the Main Menu ~ Right click and drag to scrolls around inside the patch window All the standard Windows shortcuts are the same in vvvv. E.g. ctrl-c, ctrl-v, ctrl-s etc. working with nodes working with links * Left click to select a node to change to A tooltip appears when you hover * Left click on a pin to start a new link your mouse over a node, this shows NodeName (Category Subcategory) * * Left click on a pin to end the link Left click whilst * Left click on a drawing a link to node and drag make an anchor the mouse to You can start new links either from output or input pins. move nodes Whilst drawing a link, Right click to cancel the link. * Left click on the Right click can also delete links, so be careful. right hand side of a node and drag to to resize nodes * Ctrl-Y with
vvvv user interface nodes types There are several types of nodes in vvvv. A small icon left of the node title shows you which type a particular node is. Subpatches and Modules right-click on these nodes to either open the subpatch in an external These nodes contains patches inside, you can window, or hide the external window back into the node if it is already open them and edit them like other patches opened. Ctrl-W will REMOVE the node from the parent patch right-clicking on these nodes opens CodeEditor in an external Dynamic Plugins window. There is the same CodeEditor for C# and HLSL - vvvv runs it These nodes are C# plugins, you can automatically. open and edit them in the CodeEditor You can edit code whilst your patch is running, and you can 'compile' to apply your chages by saving the code with Ctrl-S Effects These nodes are HLSL shaders, you can Ctrl-W closes the CodeEditor but leaves the node inside the patch open and edit them in CodeEditor Nodes with external windows Alt-1 opens an external window These nodes have an external window, you can Alt-2 opens the window as a block inside the patch open it by pressing Alt-1 whilst the node is Alt-3 hides the external window selected Alt-Enter forces window to be FullScreen Native nodes without external windows You can change the values of their input pins only, but nothing inside the nodes changing values You can change values of IOBoxes or nodes pins using the mouse and keyboard. Move your mouse over an IOBox, hold down Mouse over tooltip shows the right mouse button and drag up-down or a pin's current value left-right to change the value of the IOBoxes Double left click on an IOBox to change Hold down the right mouse button on a pin its value using keyboard input and move the mouse up-down or left-right to change the pin values. Editing IOBox (Color) is a bit more complex. Right click on a pin to change its value using keyboard input Hold down the right mouse button on an IOBox and move the mouse left-right to change the hue Hold down the right mouse button on an IOBox and Middle click on a connected IOBox move the mouse up-down to change the lightness to apply a relevant DescriptiveName Ctrl + Hold down the right mouse button on an IOBox and move the mouse to change the saturation Shift + Hold down the right mouse button on an IOBox and move the mouse to change the opacity You can also change all these values in the Inspektor.
Herr Inspektor Always keep at least one Inspektor open. ALWAYS. To open the Inspektor. Press Ctrl-i. Then whenever you select a node, it will be shown in the Inspektor automatically. To open another Inspektor, whilst you already have one opened, press Shift-Ctrl-i IOBox (Value Advanced) Inspektor screenshot Left click on "Attach to Selection", to force the Inspektor to Settings pins. You can always show data for not change these in that selected node the patch. You can see these only in the Settings to create an Inspektor. IOBox which looks and acts like a table Right click on values works the same as with IOBoxes Settings to make your IOBox act like sliders or button Grey squares are for Input/Output pins. You hidden pins can change these values from the patch. Dark Grey squares are for visible pins Light Grey squares are for invisible pins You can change the visibility of pins A triangle shows that the pin is spreadble by clicking on these squares A double triangle shows that the pin is already a spread Click on an array to show the whole spread in the right column of the Inspektor http://vvvv.org/documentation/tutorial-inspektor
Herr Inspektor Always keep at least one Inspektor open. ALWAYS. To open the Inspektor. Press Ctrl-i. Then whenever you select a node, it will be shown in the Inspektor automatically. To open another Inspektor, whilst you already have one opened, press Shift-Ctrl-i Renderer (EX9) Inspektor screenshot The settings pins of the Renderer node are extremly useful. You can set any These determine resolution your half of the result graphic card that you finally see. supports. Always set a depth buffer whenever working with 3D scenes Helpful in terms of performance tricks. The Renderer node Note that the outputs the mouse Renderer's position within the transfrom inputs Renderer window. are spreadable. You can use it instead of the Mouse (System Window) node. http://vvvv.org/documentation/tutorial-inspektor
CodeEditor vvvv has a built-in textual editor for HLSL e_ects and C# plugins. With it you can edit contributions or start working on your own plugins or shaders. To start from scratch, find Template nodes within the NodeBrowser, select one and press Ctrl-Enter or Ctrl-left click to clone that template into your patch. Find Template nodes in the NodeBrowser, and clone them into your patch using Ctrl-Enter. Set a new name and version in the Clone Node window. You don’t need to wory about choosing the right CodeEditor for C# or HLSL, vvvv chooses the right one for you. http://vvvv.org/documentation/ex9.effect.file http://vvvv.org/documentation/plugins
how to read patches Since vvvv is very visual in nature, it is much easier to read its patches than textual programming code. To trace where things are going or where things come from, all you need to do is simply follow back along the links. And there are more options and tricks to make exploring more comfortable. Before you start, open an Inspektor window with Ctrl-i. Believe me, you will need it! Most nodes have supporting help-patches. To see the help patch for a node, select the node and press F1 Select a node with left click, and press F1 to open its help-patch A simple trick for faster reading of other peoples patches (e.g. help-patches or /girlpower). Try to read the patch from down to up, rather than from up to down. As you can remember, most things in the patch finally end up in a Renderer. The things that you see in the Renderer are the result of the whole patch. So first, find the main Renderer (you may note, there are several renderers in complex patches). Usually it looks something like the patch to the right Now, just follow the link to the Renderers Layer input pin, back up from the previous output. In most cases connected to the Renderer, you should find a Quad(DX9), some shader node or group of both. Feel free to play with their transfroms, color and texture pins. All abstract mathematics usually goes into Transfrom nodes. Don't worry too much about destroying links, since you can easily undo changes by pressing Ctrl-Z. In case of a subpatch, there may be no Renderer at all. But you can actually do the same, by following from output to inputs. To find nodes in complex patches use Finder (availble since vvvv45_beta25) Finder has an external window, it opens with Ctrl-F Simply click the node you want from the Finder list, and vvvv shows it to you in the patch