Archive for the 'VDMX' Category


Toneburst In The Wild

I’ve been doing some work over the past year or so for Nicky Smith, AKA wierdcore, who, among many other things, is in charge of visuals for Aphex Twin’s live shows. Here’s some examples of some of my QC work in use.

Note: not all the QC work in these clips with carried out by me. You might recognise a few things from earlier posts here though.


VasaRiley Belated Release

I’ve been tied up with other things lately, but finally got around to releasing the VasaRiley qcFX for VDMX I made for Weirdcore last year. I’d hoped to find time to do a quick demo video, and put together some documentation of the controls (since it’s quite complex), but haven’t had time, with other projects etc., unfortunately.

‘tb_VasaRiley_1.0.qtz’ in the widget, anyway.


Sphere Field

I’ve added a sphere field qcFX to the tb Fields 2.0.1 pack, available from the widget.


Cube, Cylinder, Line Field qcFX Updated

Updated versions of some of my very early QC experiments, but this time using OpenCL instead of the Image Pixel patch, which speeds things up quite a lot. It should fall back to using Image Pixel if OpenCL isn’t available, but I’ve not been able to test that, as I no longer have a non-OpenCL-capable machine.

‘tb Field qcFX’ in the Widget.



It’s been a long time since I posted here. Sadly, I’ve been caught up in other things lately- mainly PHP and web-tinkering (I hesitate to call it ‘development’, since what I’m mainly developing is a headache).

Soo.. until I get around to doing some more QC stuff (and believe me, I wish I had time for it), here’s some old stuff I found lying around on my computer:


Making Contakt

Last weekend, I had the pleasure of meeting Ali Demirel, Ritchie Hawtin/m-nus records‘ visuals guy. I knew he’s used a couple of my QC pieces in previous shows, and we’d corresponded in the past, but I was surprised when he invited me to a preview of their behind-the-scenes documentary ‘Making Contakt‘, at London’s ICA last Friday. We met briefly there after the showing, and he asked me if I’d like to be on the guestlist also for their show the next day. Minimal techno isn’t generally my thing (though I do remember the early Plastikman albums from my university days), but I jumped at the chance, especially with the promise of seeing some of my work in action in front of a large, enthusiastic audience.

The show was really good. Ali was kind enough to invite me into the VJ/lighting area right in the middle of the venue so I could watch what he was doing, which was fascinating. His style is quite laid-back, I’d say, with many of the pieces being quite visually simple, and relatively slow-paced, which is a nice counterpoint to the music. I like the restraint shown in his choice of largely abstract monochrome material, which makes the introduction of coloured and more obviously audio-driven pieces later on more dramatic.

And yes, a few toneburst QTZs did make an appearance. I forgot to take my camera with me, sadly, but I spotted a few things I recognised. Maybe Ali will post some clips on Vimeo sometime.


tb FX in Action

Lots of tb SphereIterator here.

Nice one moongold!


tb SuperFormula

OK, since a couple of people have asked, I’m releasing a version of the Superformula QTZ. It’s by no means complete, but it might be a good starting-point for someone to develop something else, or just refine the controls a bit. No normal-calculation or lighting, but this one has spherical and toroidal modes, for added fun.

‘tb SuperFormula 1.0’ in the widget.


soundFlower Update

I realised I hadn’t spent enough time optimising the controls of my tb soundFlower qcClip, so I’m uploading an updated version. Same effect, but the control ranges make a bit more sense, and the audio-response is a bit better.

Also, I didn’t mention in my previous post that you need the excellent Kineme Audio Tools plugin to run this QTZ.

New version in the widget ‘tb soundFlower 1.01.qtz’


tb Tunnel

I’ve been working on a QTZ tunnel effect, but taking a different approach to the one goto10 used for his excellent take on the theme.

Since I’ve been working a lot with GLSL, I thought I’d try writing a shader to do something similar. In fact, all the shader does, is create a bendy tube, and apply a texture to it. All the rest of the work is done with a series of CIFiltes. My brainwave, and the germ for the project, was the realisation that if I applied a frame-roll type effect to the texture on the tube and positioned it so that we were looking down the inside of the tube, I could make it look the viewer was travelling down a tunnel. Obvious, really.

I’ve added a few other controls, too, and setup the texture movement to be synced to VDMXs Measure Position.


Rate Select:
Rate of tunnel movement, based on Measure Position.

Curve Controls:
Rate and amount of bends in tunnel

Tile Controls:
Controls for mirroring, and tiling the input image.

This is an important one.
Live Input
uses the realtime input (as you’d expect). The only problem with this is that movement in the image can conflict with the movement of the tunnel effect, making it look jerky, so I’ve added
Captured Input
Grabs a still-frame at regular intervals (set by the rate control), and uses this as the texture. The downside is that you won’t see changes to the tile controls until the next cycle.

Color Controls:
Obvious, really.

Thanks to aienn for the footage used in the screenshots


January 2021


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