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Groove list
Forum: Everything Else
Last Post: Tenebris
Today, 10:50 AM
» Replies: 2
» Views: 15
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[NO BUG] GLSL Shaders cra...
Forum: The really bad bugs -> crash
Last Post: TheSandbag
Yesterday, 08:11 PM
» Replies: 6
» Views: 37
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f# incorrect
Forum: General Questions
Last Post: XORadmin
Yesterday, 04:58 PM
» Replies: 5
» Views: 40
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Sampler2d for glsl
Forum: Feature requests
Last Post: TheSandbag
Yesterday, 04:18 PM
» Replies: 0
» Views: 9
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Crashreport Load Folder i...
Forum: The really bad bugs -> crash
Last Post: XORadmin
11-09-2025, 08:24 PM
» Replies: 1
» Views: 18
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DC-Local Trig could not m...
Forum: Beauty and less important bugs/glitches
Last Post: andisyntz
11-09-2025, 02:12 PM
» Replies: 0
» Views: 19
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N3RD Option Insert/Delete...
Forum: Feature requests
Last Post: andisyntz
11-08-2025, 11:25 AM
» Replies: 0
» Views: 24
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Track Clock Switch at glo...
Forum: Feature requests
Last Post: andisyntz
11-08-2025, 10:44 AM
» Replies: 7
» Views: 345
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Marbles to Digitone
Forum: General Questions
Last Post: XORadmin
11-08-2025, 08:27 AM
» Replies: 1
» Views: 35
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Stop all patterns without...
Forum: General Questions
Last Post: XORadmin
11-07-2025, 03:27 PM
» Replies: 1
» Views: 64
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| Sampler2d for glsl |
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Posted by: TheSandbag - Yesterday, 04:18 PM - Forum: Feature requests
- No Replies
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For some things (feedback effects, pre sampled noise e.t.c) its useful to have sampler2d elements to pass in. This can drastically reduce computation where the same source texture is then manipulated after.
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| [NO BUG] GLSL Shaders crash vid io |
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Posted by: TheSandbag - Yesterday, 04:03 PM - Forum: The really bad bugs -> crash
- Replies (6)
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The following shader crashes the more-video module as seen by it reshowing the boot screen
Code: #version 100
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159
#define MAX_ITER 20.
uniform vec2 u_resolution;
uniform float u_time;
uniform float u_modulator1;
uniform float u_modulator2;
uniform float u_modulator3;
uniform float u_modulator4;
uniform float u_modulator5;
uniform float u_modulator6;
const vec3 a1 = vec3(0.5, 0.5, 0.5);
const vec3 b1 = vec3(0.5, 0.5, 0.5);
const vec3 c1 = vec3(2.0, 1.0, 0.0);
const vec3 d1 = vec3(0.50, 0.20, 0.25);
const vec3 a2 = vec3(0.5, 0.5, 0.5);
const vec3 b2 = vec3(0.5, 0.5, 0.5);
const vec3 c2 = vec3(1.0, 1.0, 1.0);
const vec3 d2 = vec3(0.00, 0.33, 0.67);
mat2 rotate(float _angle){
return mat2(cos(_angle),-sin(_angle),
sin(_angle),cos(_angle));
}
mat2 scale(vec2 _scale){
return mat2(_scale.x,0.0,
0.0,_scale.y);
}
vec3 palette(in float t, in vec3 a, in vec3 b, in vec3 c, vec3 d)
{
return a + b*cos( 6.283185*(c*t+d) );
}
float check_step(float i, float z, float step_id) {
float is_i = step(0.1, i);
return (is_i * i) + ((1.-is_i) * (step(200., z) * step_id));
}
float julia(vec2 uv){
float j=0.;
float i=0.;
vec2 c=vec2(-0.70176,-0.3842);
for (float i=0.;i<MAX_ITER;i++){
uv=vec2(uv.x*uv.x-uv.y*uv.y,2.0*uv.x*uv.y)+c;
j=check_step(j, length(uv), i);
}
return j;
}
float hash(vec2 p)
{
p = fract( p*0.6180339887 );
p *= 25.0;
return fract( p.x*p.y*(p.x+p.y) );
}
float noise( in vec2 x )
{
vec2 p = floor(x);
vec2 f = fract(x);
f = f*f*(3.0-2.0*f);
float a = hash(p+vec2(0,0));
float b = hash(p+vec2(1,0));
float c = hash(p+vec2(0,1));
float d = hash(p+vec2(1,1));
return mix(mix( a, b,f.x), mix( c, d,f.x),f.y);
}
float fbm ( in vec2 _st) {
float v = 0.0;
float a = 0.5;
const vec2 shift = vec2(100.0);
const mat2 rot = mat2(cos(0.5), sin(0.5),
-sin(0.5), cos(0.50));
v += a * noise(_st);
_st = rot * _st * 2.0 + shift;
a *= 0.5;
v += a * noise(_st);
_st = rot * _st * 2.0 + shift;
a *= 0.5;
v += a * noise(_st);
_st = rot * _st * 2.0 + shift;
a *= 0.5;
v += a * noise(_st);
_st = rot * _st * 2.0 + shift;
a *= 0.5;
v += a * noise(_st);
_st = rot * _st * 2.0 + shift;
a *= 0.5;
v += a * noise(_st);
_st = rot * _st * 2.0 + shift;
a *= 0.5;
v += a * noise(_st);
return v;
}
vec3 smoke(vec2 st){
vec3 color = vec3(0.0);
vec2 q = vec2(0.);
q.x = fbm( st + 0.00*u_time);
q.y = fbm( st + vec2(1.0));
vec2 r = vec2(0.);
r.x = fbm( st + 1.0*q + vec2(1.7,9.2)+ 0.15*u_time );
r.y = fbm( st + 1.0*q + vec2(8.3,2.8)+ 0.126*u_time);
float f = fbm(st+r);
color = mix(vec3(0.101961,0.619608,0.666667),
vec3(0.666667,0.666667,0.498039),
clamp((f*f)*4.0,0.0,1.0));
color = mix(color,
vec3(0.8,0.6,0.164706),
clamp(length(q),0.0,1.0));
color = mix(color,
vec3(0.666667,1.,1.),
clamp(length(r.x),0.0,1.0));
return (f*f*f+.6*f*f+.5*f)*color;
}
float between(float start, float end, float p) {
return step(start, p) * step(p, end);
}
void main(){
vec2 uv=(((2.0*gl_FragCoord.xy)-u_resolution.xy)/u_resolution.y);
vec2 uv2 = uv;
uv2 *= rotate(-fract((u_time / 50.0) * (1.-u_modulator2)) * PI * 2.);
uv *= rotate(fract((u_time / 10.0) * (1.-u_modulator2)) * PI * 2.);
uv *= scale(vec2(1.3 + (1.-u_modulator1) * 0.4));
float foreground_start = (float(MAX_ITER) * ((0.5-u_modulator3)*0.5));
float mandel = 1.;//julia(uv);
vec3 color1 = palette(fbm(vec2(mandel/MAX_ITER, fract(u_time / 500.))*100.),a1,b1,c1,d1);
vec3 middleground = color1;
vec3 smok = (smoke(uv2 * 15.) * 10.) + 0.3;
vec3 background = smok * palette(length(uv2) / 3.,a2,b2,c2,d2) ;
vec3 foreground = smok * palette((length(uv2) / 3.) + 0.6,a2,b2,c2,d2);
gl_FragColor=vec4(background * between(1., foreground_start - 1., mandel), ((1. - u_modulator4))*0.5) + vec4(middleground * between(foreground_start, MAX_ITER, mandel), ((1. - u_modulator5))*0.5)+ vec4(foreground * between(0., .1, mandel), ((1. - u_modulator6))*0.5);
}
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| Groove list |
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Posted by: Tenebris - Yesterday, 01:08 PM - Forum: Everything Else
- Replies (2)
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I may have figured a way to export and populate a list of groove times from Ableton and Logic for a list to be programmed into Nerdseq from grooves in daws. It won’t be a small task but if anyone is interested please let me know. I do d a search on forum and last I found was 2019 so I thought jest to post new as best to not get lost. I hope that’s ok Thomas.
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| f# incorrect |
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Posted by: TheSandbag - 11-10-2025, 09:47 AM - Forum: General Questions
- Replies (5)
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All my CV channels are outputting O.75v for f# for some reason. I have a multi-io, more video-io and a more cv plugged in. Its consistently wrong over all channels and all octaves. I assume some mapping file somewhere is wrong but I have no idea what I have done to cause it. I know its not calibration level (and its in a different case) but using my mordax data i got the following values across all octaves
Note | Note Num | Expected | Actual
c | 0 | 0 | 0.01
c# | 1 | 0.083 | 0.09
d | 2 | 0.166 | 0.18
d# | 3 | 0.25 | 0.26
e | 4 | 0.333 | 0.36
f | 5 | 0.416 | 0.47
f# | 6 | 0.5 | 0.76
g | 7 | 0.583 | 0.59
g# | 8 | 0.666 | 0.67
a | 9 | 0.75 | 0.75
a# | 10 | 0.833 | 0.83
b | 11 | 0.916 | 0.92
And I've just checked and the mod outputs are outputting the wrong values for f and f# but not the more cv
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| DC-Local Trig could not manual Triggered and Last Note in Triggered Line |
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Posted by: andisyntz - 11-09-2025, 02:12 PM - Forum: Beauty and less important bugs/glitches
- No Replies
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Dualchord Local Trigger could not be triggered manually
Good day, when I set the trigger from Dualchord1 to Local Trigger, I cannot trigger it manually with OK when creating a new pattern to prelisten the line.
Steps to reproduce:
Track Assign:
Track2 NSA3: Dualchord
Dualchord Track Setup:
Note 1 Destination Out 1 Wave 1
Note 2 Destination Out 1 Wave 2
Note 3 Destination Out 1 Wave 3
Note 4 Destination Out 1 Wave 4
TRIG1 Destination Track Trigger
Note 5 Destination Out 2 Wave 5
Note 6 Destination Out 2 Wave 6
Note 7 Destination Out 2 Wave 7
Note 8 Destination Out 2 Wave 8
TRIG 2 Destination DC-TR Output 2
New pattern:
Dualchord1-1 Dualchord2-1
line 4 C-4 TRG30 C3 TRG30
line 8 B-3 TRG30 A-3 TRG30
Now when I press C-4 OK, DC-TR Output2 is triggered. I assume this is how it should be, as you want to trigger the entire line when you press it, but the local trigger is not triggered this way. So much for the first finding.
The second thing I noticed:
When I press B-3 with OK, only DC-TR Output2 is triggered again, but still with the previous note C-3. But when I press OK on line 8 C-4, I expect the entire line and its notes in this line to be updated, i.e. Dualchord2-1 A-3. However, in order for the note of Dualchord2-1 to be updated, you have to press OK on Dualchord2-1 note A-3. I find this a bit confusing, especially when creating different melodies on the two sides.
Thank you for your efforts
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| N3RD Option Insert/Delete Row due to colours shifting |
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Posted by: andisyntz - 11-08-2025, 11:25 AM - Forum: Feature requests
- No Replies
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Hello, I would appreciate it if there were an option to transfer the colour when copying in the sequencer area. For example, when I'm building a project and colouring the patterns, I sometimes realise that I need a few extra lines in the middle, so I copy the Patterns below and move it down a few lines, but then I have to move all the colours individually, which is a bit annoying to have to do manually.
There are now two good ways you could make this easier for us with an advanced feature.
1. Link colours to copy patterns instead of just rows and columns.
Or what I think would be the better way
2. A N3RD option Insert/delete a row at the position from which you call the N3RD menue. This command should then move all following patterns and colours down one row after Insert=row or up one row after Delete=row, so that an empty column is created.
Thank you for your efforts
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| Marbles to Digitone |
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Posted by: baikul - 11-08-2025, 07:47 AM - Forum: General Questions
- Replies (1)
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Hi! How can I send a sequence from Marbles to Digitone?
I have one of the CV outputs connected to In1.
I have a MIDI track (T4) with an output to track 4 of the Digitone.
I'd like the notes sent by Marbles to play through the Digitone, be able to record them to the MIDI track, and ideally also to the Digitone.
Is this possible? I've been trying and thinking about how to do it for a while, but I haven't been able to figure it out.
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| Stop all patterns without stopping clock |
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Posted by: grib - 11-07-2025, 03:01 PM - Forum: General Questions
- Replies (1)
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For extra drama in live performance I like to sometimes stop all the Nerdseq patterns that are playing. I have 2 ways to do this, both of which are not that great:
* SHIFT + STOP to stop all, then SHIFT + START to restart a row. This can get out of sync with my other sequencers, which all share a clock.
* Create a 00 "mute pattern" (empty) and make a row full of 00. SHIFT+START on that row to silence at the end of pattern, SHIFT + START on a different row to restart. This keeps the clock in sync, but I can't stop in the middle of a pattern and I don't always want to restart a whole row. I may have had a random selection of patterns in different columns playing and I would love to restart the patterns that were previously running.
Is there a "global mute/unmute" (best) or an "all stop" that stops all patterns but doesn't stop the clock running? Preferably easy to access with a front panel key combo?
Oh hai I just discovered "SOLO" mode (SHIFT + UP + START). At least in my current proj I have one unused sampler track, and cursoring to that track and hitting SOLO does exactly what I want. I can probably make this work in most situations.
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| Random BPM |
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Posted by: joesh - 10-31-2025, 11:40 AM - Forum: Feature requests
- Replies (2)
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As we've already discussed in a thread, changing random bpm values in a column is indeed possible, but you have to go about it in various ways using either a matrix, a track setup, via Automator or just manually, all of which work fine, but which are not so practical, in my humble opinion.
Therefor, can I ask if it would be possible to simply include RN0 - RN.. in the BMP setting in the FX choices? This way you could set the BMP as BPM 064, then later BMP RN0 to get some random value, then later put back BPM 064 to bring it back to the original tempo.
Simple and straight forward, what do you think?
BTW, I'm having fun using all the options we discussed, but finally it's easiest to fake unstable changing BPM by simply using the FX column and adding odd BMP values throughout the sequence(s) such as: BPM 068 --> BPM 079 --> BMP 054 --> BPM 064 --> etc. All of these can be easily cancelled out on the next sequence or brought back to the original tempo all from one screen.
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