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K-Machine : Big Impakt, Great App

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Comments

  • Peacock tail

  • @InfoCheck said:
    @kolarg98 Shaderific has helped me to understand glsl much better but it is definitely oriented towards fragment shaders so it'll be even more useful when that happens in Kmachine. It allows you to import from your camera roll or even a live feed from your device's video camera to create textures, and it has Dropbox support to import obj models that you can then apply shader textures to. There's a built in editor and a glsl reference section that describes different aspects of glsl.

    Here's a screenshot of the head model with a texture created from a Kmachine screenshot.

    I've never been much of a programmer, but I've been able to modify some of the shaders posted on vertexshaderart.com so they work with the parameters to control them with the visual sequencer in Kmachine.

    @RustiK here's woozy glsl shader file with accompanying screenshot in Kmachine.

    WOW

  • @foxal said:
    Nice!
    AB 2 is not supported?

    @Richtowns said:
    Cool beats

    @InfoCheck said:

    @Richtowns said:
    @infocheck great work, you have set the bar.
    Im going to dedicate a bit of time to finish the tutes and mod an existing vertexshader from the website. I really like technoball from the website, the code is short but its a devil to work out which parameters to expose. Im just going to go for trial and error.
    Are you still enjoying it?

    Thank you, I'm still enjoying the app (I purchased it this week) and the developer has plans for improvements as well. Knowledge gained from the tutorials combined with trial and error will allow you to do quite a lot with the app.

    https://everyplay.com/videos/44152420

    Here is my mini session this am with KMACHINE

    I am digging this app like I really haven't since Alchemy, where I am totally content playing with just that app and not worrying about sequences this MIDI cc that.................a instead just having some creative fun with visuals as well.

  • @foxal said:
    After rebooting I see.

    @foxal ok thanks for feedback, I will check this> @InfoCheck said:

    @kolarg98 Shaderific has helped me to understand glsl much better but it is definitely oriented towards fragment shaders so it'll be even more useful when that happens in Kmachine. It allows you to import from your camera roll or even a live feed from your device's video camera to create textures, and it has Dropbox support to import obj models that you can then apply shader textures to. There's a built in editor and a glsl reference section that describes different aspects of glsl.

    Here's a screenshot of the head model with a texture created from a Kmachine screenshot.

    I've never been much of a programmer, but I've been able to modify some of the shaders posted on vertexshaderart.com so they work with the parameters to control them with the visual sequencer in Kmachine.

    @RustiK here's woozy glsl shader file with accompanying screenshot in Kmachine.

    @InfoCheck Looks really cool ! Thanks for this feedback. I think I will really go in the way of integrating the open-in feature for .glsl file very quickly, so this type of glsl editor (or Textstatic ) can be used quickly (as I don't think the K Machine could really compete with these at the level of code editing capabilities ...I may add a simple code editor at some point but not spend too much time on it).
    The loading of obj file could be interesting also, maybe even more if the vertices of the model could be shared by the visual players instances, and processed at the vertex shaders level (so it could be deformed by the audio input or touch input). So for the moment my roadmap will be:

    1- addition of fragment shaders, but with fixed quad vertex shader : this will allow importation of glsl from shadertoy.com o glslsandbox.com. I may be in at first without loaded textures, and then texture loaded by users, with possibility to share between visual players instances.
    2- then handling of complete vertex+fragment shaders
    3- then handling of .obj
    4- then see for the use of video data from file or camera.
    5- Then handling of things like transform feedback, and/or writing in texture from vertex shaders.
    6- then geometry shaders, and maybe compute shaders.

    When you say Shaderific is more fragment shader oriented, do you mean you don't have the possibility to edit vertex shaders at all ?

  • @RustiK your today session https://everyplay.com/videos/44152420 is again really cool !

  • @kolarg98 said:
    @InfoCheck Looks really cool ! Thanks for this feedback. I think I will really go in the way of integrating the open-in feature for .glsl file very quickly, so this type of glsl editor (or Textstatic ) can be used quickly (as I don't think the K Machine could really compete with these at the level of code editing capabilities ...I may add a simple code editor at some point but not spend too much time on it).
    The loading of obj file could be interesting also, maybe even more if the vertices of the model could be shared by the visual players instances, and processed at the vertex shaders level (so it could be deformed by the audio input or touch input). So for the moment my roadmap will be:

    1- addition of fragment shaders, but with fixed quad vertex shader : this will allow importation of glsl from shadertoy.com o glslsandbox.com. I may be in at first without loaded textures, and then texture loaded by users, with possibility to share between visual players instances.
    2- then handling of complete vertex+fragment shaders
    3- then handling of .obj
    4- then see for the use of video data from file or camera.
    5- Then handling of things like transform feedback, and/or writing in texture from vertex shaders.
    6- then geometry shaders, and maybe compute shaders.

    When you say Shaderific is more fragment shader oriented, do you mean you don't have the possibility to edit vertex shaders at all ?

    Basically in shaderific you have shaders, objects, and textures. You can apply textures and shaders to objects and rotate them around in space with the screen or hit play. The code are in .vsh and .fsh files with the .vsh files being like the glsl files for Kmachine except they're linked to the fragment shader .fsh files in shaderific which I'm relatively clueless about. I have NOT yet been able to use code which works in Kmachine and modify it so it works as .vsh code in shaderific. I can get code to compile okay in shaderific but nothing displays when I run the code which indicates I'm doing something wrong. My understanding is there's the ability to create vertex shaders that are then used to map onto 3D object models using a link to the fragment shader in shaderific. Here are some screenshots of the shaderific settings menu.

  • very cool rustik..... hey can one get into this with just the app and not adding any special shaders from anywhere else etc... is there enough just in the app to satisfy and is this app really easy to use?

  • and what else is like this app, what's it's best competition?

  • edited June 2017

    @kobamoto said:
    and what else is like this app, what's it's best competition?

    I don't think there is any other app that integrates animation which responds to your music with as much flexibility and responsiveness. Shaderific offers good OpenGL scripting support for both fragment and vector shaders plus has a very good code editor and reference section. Wizibel offers some linkage of audio to visual but is significantly more limited. Takete maybe another alternative but it requires a much larger buy in and has some different functionality.

    For me, the shaders that come with the app are too limiting and I've found adapting code to my needs has been worth it but many others may not want to go down the glsl coding route. Hopefully more users and the developer can create code to use in the app to meet the needs of people who don't want to code their own shaders.

  • @kobamoto said:
    and what else is like this app, what's it's best competition?

    @InfoCheck said:

    @kobamoto said:
    and what else is like this app, what's it's best competition?

    I don't think there is any other app that integrates animation which responds to your music with as much flexibility and responsiveness. Shaderific offers good OpenGL scripting support for both fragment and vector shaders plus has a very good code editor and reference section. Wizibel offers some linkage of audio to visual but is significantly more limited. Takete maybe another alternative but it requires a much larger buy in and has some different functionality.

    For me, the shaders that come with the app are too limiting and I've found adapting code to my needs has been worth it but many others may not want to go down the glsl coding route. Hopefully more users and the developer can create code to use in the app to meet the needs of people who don't want to code their own shaders.

    This for me is the Schizophrenic little brother of Takete.

    This is the first app since I got FIGURE(1st app) that I enjoy the APP.

    Not what it does, where it does, what it does it with, or if its compatible. It is just perfect for what it is.

    I find it so relaxing actually and satisfying. As opposed to incomplete projects or technical issues of IAA communication.

    For making serious music though, I find it amazing for loop creation for traditional house, industrial, glitch, and IDK minimal stuff.

    Plus the developer is super dedicated apparently.

  • @kobamoto said:
    and what else is like this app, what's it's best competition?

    Have you seen any of my vids from above links?

  • @InfoCheck Thanks for the screenshot, this is useful, I will have a more deeper look at this soon, but for the compatibility, and this is just a quick guess (I will try to have a better look later, and maybe you have already noticed and tried to play with it), but I think in Shaderific's vertex shaders you at leat 3 varyings (transmitted to the fragment shader) in the .vsh file which are themselves updated (by default) with uniforms that correspond to the camera/eye coming from the cpu
    whereas in the actual vertexshaderart.com's shader's you have only the v_color varying though which you can transmit the color value computed in vertex shader to the fragment shader..
    I will have a look to see if there could be a quick workaround that could allow have a shader code that could be working on the two apps, but it is sure that for proper compliance of the K Machine with shaderific's format I will at least have to add a cpu camera (and their datas transmitted through the uniforms, which remember the point mentioned by @u0421793 previously)..I will have a look this week, thanks again !!

  • @InfoCheck said:

    @kobamoto said:
    and what else is like this app, what's it's best competition?

    I don't think there is any other app that integrates animation which responds to your music with as much flexibility and responsiveness. Shaderific offers good OpenGL scripting support for both fragment and vector shaders plus has a very good code editor and reference section. Wizibel offers some linkage of audio to visual but is significantly more limited. Takete maybe another alternative but it requires a much larger buy in and has some different functionality.

    For me, the shaders that come with the app are too limiting and I've found adapting code to my needs has been worth it but many others may not want to go down the glsl coding route. Hopefully more users and the developer can create code to use in the app to meet the needs of people who don't want to code their own shaders.

    I also think the shader number limitation is really a bottleneck for user at some point, at least for users that do not want to create/modify some glsl code and/or not using ITunes File sharing. Hence, following @wim and others suggestion concerning the open-in function for .glsl files, I will also add a .zip open in function ( plus folder zip function) so at least users can share whole directories full of shaders by just downloading a zip. So users more enthusiastic with shader code can very quickly share their work with others. I am working on it shouldn't be long (like next week).

  • ^ Looking forward to this. @kolarg98

  • yes rustik I did see them, that's what got me interested... thank you, infocheck, and Kolarg98.

  • @Richtowns said:
    ^ Looking forward to this. @kolarg98

    I am just testing it, I think it will make things really easier :))

  • Looks like one update with LINK and another about to happen in next 2 weeks

  • https://everyplay.com/videos/44380134

    More dicking around having fun with app.

  • K Machine with Link is a great match. Can't wait to get acid techno going with Troublemaker then K machine on visuals.

  • edited July 2017

    You can get some nice images with the K machine app too. This is half size to fit on the forum.

  • https://everyplay.com/videos/44601490

    Here is yesterdays doodle while at the gym!

    FOLKS GET READY FOR AWESOME UPDATE I AM BETA TESTING NOW!

    Get the app now before the price goes to full price as well.

  • Here's a short demo. The animation resolution matches your devices screen so it's difficult to appreciate how sharp the animation is when you lose quality through the posting process.

    The sound quality is poor due to user error.

  • Waiting for update! Thx @RustiK for info!

  • I'm very late to this party but K Machine looks really cool. I've been using Wizibel lately to make videos for songs. From the demos, K Machine looks like Wizibel on crack or LSD or something. :-)

    Has anybody gotten K Machine to do anything visually that is more "subtle"? Think more chill than techno.

  • @jimhanks said:
    I'm very late to this party but K Machine looks really cool. I've been using Wizibel lately to make videos for songs. From the demos, K Machine looks like Wizibel on crack or LSD or something. :-)

    Has anybody gotten K Machine to do anything visually that is more "subtle"? Think more chill than techno.

  • Way cool but still way glitchy. I've been browsing www.vertexshaderart.com and I get the concept. I code for a living but this looks like a "write only" language - good luck trying to figure out just how it works later. ;-) Still, it looks like an interesting challenge.

  • @jimhanks said:
    I'm very late to this party but K Machine looks really cool. I've been using Wizibel lately to make videos for songs. From the demos, K Machine looks like Wizibel on crack or LSD or something. :-)

    Has anybody gotten K Machine to do anything visually that is more "subtle"? Think more chill than techno.

    @jimhanks
    "Wizibel on LSD" :D good one;
    It’s true presently demos are not very downtempo oriented, but it’s really a matter of someone jumping in I think (hope I will have a bit more time for this soon). Setting a slow bmp, using the good samples and maybe tweek the code to apply a low factor on the “time” parameter in the glsl code, should already make most shaders out there look more “down tempo” friendly;)
    for example change float t = (time * (fr + .1))*10. by float t = (time*0.5 * (fr + .1))*10.

    Or even better, in order to control the animation speed from controller panel in K Machine
    at the beginning of the file:
    #define timeFactor 0.5//KParameter 0.>>1.
    and then
    float t = (timeFactor*0.5 * (fr + .1))*10.

    @jimhanks said:
    Way cool but still way glitchy. I've been browsing www.vertexshaderart.com and I get the concept. I code for a living but this looks like a "write only" language - good luck trying to figure out just how it works later. ;-) Still, it looks like an interesting challenge.

    Concerning the language, it is really basic and standard “OpenGL shading language”, as used by, if not most, at least a lot of shaders edition apps, music visualizers, video games, and online shader editing websites (vertexshaderart.com, glslsandbox.com, shader toy.com etc …). It is true that, as many coders post on these sites, code readability may indeed look unequal, but starting with basic and clean code, using comments, the “OpenGl shading language” per se is really c-like and can be used in a very readable and understandable way (not saying I am :wink: ).
    The important limit to note, is that presently K Machine is limited to vertex shaders, but fragment shaders are on their way, and hopefully after that geometry shaders ;) Anyway, hope to see you there one of these day;)

    @RUST( i )K
    By the way, Perplex On has also posted this interesting demo yesterday, showing the "making of" of your link, and which I find nice as it also shows the use of the 'double tap' randomization and 'parameter mapping' function in a live context:

  • For those who want to learn more about coding their own OpenGL (*.glsl) files for use in K Machine, here's the first in a series of 5 videos that will walk you through the process. Even learning to read the OpenGL code can be helpful in terms of modifying it and selecting parameters to customize for use in K Machine animation sequencer.

  • Thanks for the replies! Just a matter of time til I can dive into K Machine. I was playing around on VSA and did find the tutorials. Did a quick mod of one of the samples to show downtempo is possible:
    https://www.vertexshaderart.com/art/sBRAzLRKmk8gYkZgz

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