Archive for May, 2012


Posted on: May 29th, 2012

A new release out with some bug-fixes and one new feature: ClipSynth and EffectChain Presets now saves and loads the custom name of the gadget, if set.

Check out the changelog if you dare, and use the in-app updater to grab the fresh version – or grab the .dmg from the website!

CoGe workshops during Live Performers Meeting 2012 Rome

Posted on: May 25th, 2012

“LPM offers the unique opportunity to experience 4 days of audiovisual performances, VJing, workshops, panel discussion, product showcases presented by hundreds of VJs, audiovisual artists, new media professionals and thinkers from around the world.

A real meeting place, a space that fulfills an important opportunity for dialogue and exchange, LPM encourages research, experimentation, the encounter between different forms of artistic expression, the interaction of multiple techniques and digital technologies, analog, software and hardware. LPM is an unmissable spectacle during which the audience has the chance to meet the world’s largest selection of artists active in the field of live video performances.” – via

We will hold 2 workshops during the event:

Meet you there!


Posted on: May 22nd, 2012

Woot, it was quick: a bug-fix release for the 1.3 series. Check out the changelog if you dare, and use the in-app updater to grab the fresh version – or check out the fancy new CoGe website and grab the .dmg!

Sending multiple layers from CoGe to MadMapper

Posted on: May 21st, 2012

Last time when I talked about MadMapper, I shown you how easy is  sending a layer from CoGe to MadMapper. Now I show you how to send and use multiple layers, in 2 possible ways.

The basic idea behind this technique is sending only one layer which includes multiple sources, then divide it in MadMapper. First off all, the most important thing is setting up the required rendering settings in CoGe:

#1 Set up rendering dimensions we need

CoGe deals with 2 types of rendering sizes. The Main Output Rendering Size is the dimension of the outgoing picture from the Master Mixer. We can set up a different rendering size for layers (ClipSynths, SyphonSources and VideoInputs). After we decided how many layers we want to use, we should change the Main Output Rendering Size’s Width to match the following formula: layerwidth x number_of_layers. We will use layers with 640×360 resolution in this tutorial.

Rendering settings for 3 640x360 layers

Rendering settings for 4 640x360 layers

#2/a For 3 layers, use a Mixer module

Using just 3 layers is the easiest solution. You just need to create 3 layers – 3 ClipSynths for example – then load the TripleHead mixer module – from the Heads2Go category. This module will do the rest for us: placing the 3 layers next to each other.

The TripleHead Mixer

#2/b For 4 or more layers, use a Layer Group

For more then 3 layers you can use a Layer Group, put all layers you want into it, then create an EffectChain for each with the Positioner FX, then scale down and position them next to each other.

The LayerGroup solution

#3 Splitting layers into quads in MadMapper

If you done all the steps below, open MadMapper then create as many quads as you want and split CoGe’s Master Mixer Syphon texture to smaller pieces – you already know those steps from the previous MadMapper tutorial. But some tips: you can switch the viewing orientation to horizontal in MadMapper by hitting Command-Shift-O, and in the Menu/View/Change Preview Background menu item you can load a suitable background picture.

The first Quad split from CoGe's Master Output


That’s all folks – for now!

CoGe 1.3 released!

Posted on: May 19th, 2012

I am very happy to announce CoGe 1.3 is just released! It is the biggest update I ever made, includes more then 20 features and improvements, and also important fixes for bugs found since the last 1.2.1 release. I wrote about the most interesting new features in the last couple of weeks, but if you missed them, here is a small list of them:

Grab it by using the built-in updated, or from the brand new CoGe website! The complete changelog can be found on the forum.

Have a nice weekend, and have lot of funs with the app, and as always, let me know if you run into any issues!

CoGe 1.3 – extended movie playback functions

Posted on: May 18th, 2012

The most requested features since CoGe 1.0 released were related the movie controls, such as playback movies with audio and also rooting of the audio channels, hold/blank frame at movie’s end, scratching and more.

So after the 1.2.1 release, I started designing and developing a custom plugin for Quartz Composer – since CoGe plays media files through QC – which uses the QTKit and Quicktime frameworks, makes those functions working and well, implements a kind of talkback with CoGe. After spending almost one hundred hours on development, I came up with a solution, yay!

In CoGe 1.3, you’ll meet this new movie Player module, with the name CoGeMovie, and it has the following functions:

  • plays the audio channel of movies
  • you can select the destination audio device, ie. audio routing
  • adds a slider for view and control movies current position (playhead)
  • loop, mirrored loop functions, also no loop function with hold blank/last frame at loops end, or trigger next slot
  • start a loop from the last played position on trigger
  • stretch-from-bpm-to-bpm

Better the see it in action:

That’s all for now guys, hope you found this useful, and wanna try it yourself tomorrow, after CoGe 1.3 will be released!

Animated gifs in CoGe and Quartz Composer

Posted on: May 15th, 2012

Animated gifs seems to be in renaissance in the last couple of years, its a popular format again. However, it seems to a not well supported format, or people just don’t know how to use them in the live visuals/installations field, so here we go, just sharing my experience:

Tip of the day #1: Quartz Composer supports animated gifs.

Indeed, and in two different ways. First of all, you can access all the frames of an animated gif. To do that, simple load it with an Image Importer patch, and check on Extract All Images on the Inspector of the patch. This way the patch will create a structure type output, and you can access individual frames via Structure Index Member patches.

Extract images from an animated gif

The second option is much more useful. You can playback animated gifs as well! You just need to use them like video files, so load them with Movie Importer instead of Image Importer! The video below demonstrates the magic:

Tip of the day #2: CoGe supports animated gifs…

since the software uses Quartz Composer for media playback. You just need to use a Movie Player module for playback instead of a Still Image player. The best way is just set it up in Auto Player Select introduced in CoGe 1.2, the video below demonstrates this technique:


That’s all. Thanks the great example gifs  for Pixelnoizz!
If you experience problems with this in Quartz Composer, you may need to install the good old Quicktime Player 7, haven’t tested without it.

CoGe 1.3 – Video Inputs

Posted on: May 14th, 2012

The second on the list of most wanted features in CoGe was the possibility of using cameras in a better way. A better way, because CoGe already had a Player module for that, but it can only used the system wide default video input device.

So, I’m very happy to announce the Video Input gadget, a new, Quicktime-based layer source  in CoGe 1.3. 

A Video Input gadget in CoGe

The VideoInput Gadget in CoGe supports the use of Quicktime-compatible video input devices (connected via USB, FireWire, PCI or Thunderbolt) such as (web)cams, digitizers and capture cards as a Layer Source. A VideoInput Gadget has its own Syphon Server like any other Layer Sources in CoGe.

Video Input gadgets in action

That’s all folks, for now, CoGe 1.3 will be released at the weekend!

CoGe 1.3 – Midi/OSC Talkback

Posted on: May 7th, 2012

Yeah, its time to leak some more information again about the upcoming new CoGe 1.3 release! As you already know, the CoGe 1.2 series added MIDI and OSC sending capabilities for sliders and buttons, and those changes made CoGe a powerful MIDI/OSC publisher. However, after I got my hands on some MIDI controllers that are capable to receive MIDI messages, just got the idea: why not make CoGe able to ‘tell’ controllers – both MIDI and OSC – about its state on an easy way? Well, thats the story sort, after  spending a lot of time on testing whats the best way, I’m happy to introduce the MIDI and OSC Talkback in CoGe 1.3.

How does it work?

The concept is pretty easy: if an interface element, a slider for example, changing its value by a control module, or by your mouse, CoGe checks out if you did map a MIDI or OSC control for it, and if you did, the app will send a MIDI or OSC message to output MIDI/OSC port(s). When a device got the message, and it could handle it, it will react – in other words: lights turning on!

MIDI Preferences

What you only need to do is enable Talkback function in MIDI or OSC preferences. The MIDI section of Preferences pane is something new. Here you can set up the behavior of the MIDI signal sending (Manual or Talkback), and it also has a section where you can  enable and disable MIDI endpoints, both inputs and outputs. I think this is also a great addition for people working with multiple MIDI devices.

So, back to the topic. After you enabled Talkback, the stuff is pretty simple. If you did map an interface element – slider, button, media slot, etc. – and do an action with it, the Talkback function just doing its job: sending MIDI/OSC messages back to devices.

+1 function: Showing up what senders doing!

Show MIDI Senders function in action

If you ever used CoGe to control Live, Max/MSP or something else, you know after a while is pretty hard to recognize the MIDI/OSC sending enabled items on the interface. But it was hard just till now! I added two new items to the Outputs menu to show up enabled MIDI and OSC senders. If one of those functions is enabled,  a blue background will show up on the sender item, with some information about the message its sending – channel, CC or Note number and the value! Much better, isn’t it?

Let me show it in action!

Here is a little video demonstrating  the things you just read about. First, how to work with MIDI Talkback, then some examples, and finally the new function for showing enabled senders.


That’s all folks, for now. Keep your eyes on the blog, I will write one more teaser-ish post, then release CoGe 1.3 next week!