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Drambo - “visual extension” : Released

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Comments

  • @lukesleepwalker said:

    @Robin2 said:

    @lukesleepwalker said:

    @Robin2 said:
    I’ve been experimenting with how possible it is to predictably apply some rhythmic motion to hand drawn images using Drambo Visual. Here’s a quick experiment from yesterday.

    Ha, that's excellent. Really works well! Although, technically speaking the snare is on "2" not "1". ;)

    Thanks @lukesleepwalker. Yeah, I wanted the hit on the one but given I was only experimenting, couldn’t be bothered to draw a kick drum so snare drum it, incorrectly, was! Cheers.

    All good! Please share your method if you would be so kind

    I posted an explanation on the Beepstreet forum so I’ll just paste that here. Cheers.

    The process I’ve been attempting to use is quite simple really. After feeding it the rules from the Drambo Docs, I asked Gemini to write me a processor shader of a dancing circle shape with various parameters.

    I then applied this processor several times to different parts of the cat image (just one image, not broken up or layered), with a different gate/velocity sequencer or LFO driving each one. Mixer for background and drum on different layers.

    The important parameter the processor shader needs is blur/falloff so that the dancing circle isn’t just a hard edged distortion on the incoming image texture. I don’t know whether there’s a more elegant way of doing this, it is the main flaw in the system (the distortions even when blurred are like lens distortions) but I know nothing about the coding intricacies and possibilities.

    I’ve been experimenting a bit today with making an adjustable dancing line instead of a circle which is probably a better, more flexible approach ultimately?

    Essentially, I’m trying to rig the image texture using a processor shader skeleton underneath.

  • @pedro said:
    @Muireb nice, but keep in mind all these more sophisticated shadertoys have CC non-commercial licenses
    You would not be allowed to play these publicly or include them in a video, for instance
    Still good for learning purposes. For this particular shader I found a github with some helpful comments https://github.com/eshnil2000/SeascapeGPUShader

    Thanks for the heads up!

  • @Robin2 said:

    @lukesleepwalker said:

    @Robin2 said:

    @lukesleepwalker said:

    @Robin2 said:
    I’ve been experimenting with how possible it is to predictably apply some rhythmic motion to hand drawn images using Drambo Visual. Here’s a quick experiment from yesterday.

    Ha, that's excellent. Really works well! Although, technically speaking the snare is on "2" not "1". ;)

    Thanks @lukesleepwalker. Yeah, I wanted the hit on the one but given I was only experimenting, couldn’t be bothered to draw a kick drum so snare drum it, incorrectly, was! Cheers.

    All good! Please share your method if you would be so kind

    I posted an explanation on the Beepstreet forum so I’ll just paste that here. Cheers.

    The process I’ve been attempting to use is quite simple really. After feeding it the rules from the Drambo Docs, I asked Gemini to write me a processor shader of a dancing circle shape with various parameters.

    I then applied this processor several times to different parts of the cat image (just one image, not broken up or layered), with a different gate/velocity sequencer or LFO driving each one. Mixer for background and drum on different layers.

    The important parameter the processor shader needs is blur/falloff so that the dancing circle isn’t just a hard edged distortion on the incoming image texture. I don’t know whether there’s a more elegant way of doing this, it is the main flaw in the system (the distortions even when blurred are like lens distortions) but I know nothing about the coding intricacies and possibilities.

    I’ve been experimenting a bit today with making an adjustable dancing line instead of a circle which is probably a better, more flexible approach ultimately?

    Essentially, I’m trying to rig the image texture using a processor shader skeleton underneath.

    Super helpful, thx!

  • @lukesleepwalker said:

    Absolutely beautiful. I was mesmerized!

    @Gavinski said:

    Very cool!

    @gleandibson said:

    This is extremely inspiring. I have no idea how you're doing this. It looks like things I've seen coming down from some very fun nights.

    @Muireb said:

    Thats mean! Any chance you could share the patch?

    @Edward_Alexander said:
    @Gravitas I'm with @Gavinski in that that is very cool indeed!

    At certain points, it kinda resembles some aerial/ satellite photography of some snow covered farmlands.

    Thank you.

    🙏🏾

  • @Edward_Alexander said:

    Some stills from tonight's visual exploration. Every night it's something different..

    Using only the Drambo logo as a texture source, used Shader Repeat, then fed into a 3D Shader rack with some Blur, and the 3D Mask's Texture Extrude preset. All available in Drambo Visual with no code written, manipulated, or vibed.

    These are very cool.

  • The colorful Drambo logo is a good starting point for abstracts! Now that you’ve mentioned it, it’s fun to spot remnants of the logo here and there in those colorful images. Nice!

  • edited 1:09PM

    Thank you @Gravitas 🙏

    @bleep, thanks! You're right, it's a great starting point as it contains all of the primary colors (color theory?)

    Edit: here's the project file with the visuals only. (I have a version with my music that I haven't quite finished yet) but happy to share the visual rack here if anyone would like to have a play with it.

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