new screenshot attached. Will check your recomendation, thanks!
Can you post a screenshot showing what the rest of the video input options are for you when you go to select one in Live Capture?
@stj said:
What would you use as an alternative?
I've always used AirBeam Pro.
Here's a revised version that incorporates restarting videos at the start of crossfades: https://www.dropbox.com/scl/fi/zgbnwx2x07tvqepq370oi/Virtual-Stage-Crossfades-v2-2024-03-14-3.2.6.zip?rlkey=rcaqgtwtksevbk2d2wv9h031y&dl=0
Also this file of mine shows a few different ways to do crossfades with video that you might be able to recycle: https://troikatronix.com/add-ons/random-media-random-duration/
The driver you need for this is the 1.8 version. That I can tell you certainly.
I am unable to run a test on Windows 11 with the Kinect 1414 until tomorrow. Once I am able to run through the setup again, I will update you with anything I find.
In the meantime you may want to run DISM and SFC to ensure you don't have any corrupt system libs.
see: Use the System File Checker tool to repair missing or corrupted system files - Microsoft Support
Not entirely sure I understand what you are trying to do based on your description, but hopefully one of these three crossfade methods will be useful to you.
In Isadora Preferences > Video > OpenGL try enabling Full Frame Antialiasing.
Also, what is the resolution of the camera you are using?
Sorry, more screenshots
The picture is straight from another mac (no camera involved).
As i am troubleshooting it's a straight patch (no effects, no nothing). You can see in the izzymap window it's already terrible...
On mac it's the same...
Please help...
@fred said:
@skulpture Here are some shadertoy examples of optical flow:
https://www.shadertoy.com/view...https://www.shadertoy.com/view... />
https://www.shadertoy.com/view...
The" class="redactor-linkify-object">https://www.shadertoy.com/view... issue with this is that the computation of what is moving where and when is in a shader, this means if you want to do anything with that data, you need to do it in a shader. Getting data out of shaders is not always easy, and is best done with compute shaders, and this means windows only. The Nvidia SDK will do the computation on the GPU and pass data back to the CPU so it can be used for other calculations.
That makes a lot of sense. Thanks.