VJ Loops by
ISOSCELES
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About
I create visuals from my daydreams and experiments. I often combine a mix of 3D animation, crazy ideas, happy accidents, and generative workflows to create some magic. Much love to the techno scene!

Downloads via BitTorrent

Since I'm distributing a bunch of videos, downloads are supplied solely through BitTorrent. I've rented a seedbox to be online 24/7.

Usage Rights

You have permission to use these free VJ loops within your live performances. Please do not sell or redistribute the raw VJ loops. Everything has been released using a CC license.

Strobe Warning

Beware that some of the videos below have intense strobing.

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PACK ⬕ Cellular Auto
- This pack contains 189 VJ loops (177 GB) /// full previews in youtube playlist
- Some of these videos seamlessly loop
- Some of these videos have alpha included
- Rendered at 1920 x 1080 30fps using the HAP codec

I have always been fascinated by cellular automata and the complex structures that emerge from very simple rules. I will often just play and tinker with the initial state to see how it affects the whole simulation. I have this wild idea that nanotech will someday utilize this stuff since things like the ‘OTCA metapixel’ have been engineered.

So I fired up Golly and explored the many categories of simulations. I had originally planned on downloading a bunch of presets from forums and then building my own, but there were so many amazing ones already included with Golly. Props to the Golly community, what an amazing resource. I stand on the shoulders of giants.

I had been dreading the process of recording the simulations since I really didn’t want to rely on an OBS screen capture and possibly introduce encoding artifacts. But luckily someone has shared a LUA script which renders out the raw pixels into a BMP frame sequence. It took some time to render out some of the more complex simulations since it only writes after the CPU has completed each frame, but it was ideal since I needed a perfectly smooth frame rate.

After that I needed to uprez each of the renders since each pixel was a single cell and yet I wanted to visualize them as larger squares. This turned out to be a strange challenge since I wanted to translate the footage, scale it up, prep the colors to be a displacement map, and yet not introduce any aliasing. So I ended up uprezzing the footage into a 1920x1080 canvas and then rendered out using the ‘draft quality’ settings of After Effects and apparently that uses the 'nearest neighbor' algorithm.

That allowed me to finally do some 3D experiments using Maya and Redshift. So I linked the animated displacement map onto a poly plane and also created a separate poly plane with a black hole shader so as to hide any of the boring aspects at rendertime and generate an alpha channel. I have grown frustrated with the lack of abstract IBL maps, so I used colorful flat photos instead of the typical equirectangular map and that resulted in some unique reflections when I animated the rotation. Also an interesting surprise happened when I applied a wave deformer to the poly plane and I think it affected the normals, so the displacement map was affected in surprising ways. Lastly, included in this pack are all of the original displacement map renders, so you can jam with them however you want.

I prepared way too many render layers using different cameras and shaders. So I had a large backlog of renders running for a solid month. Ironically many of the renders didn’t turn out very interesting and I only kept the delicious ones. Even still, I then created even more versions while compositing in After Effects and so this pack ended up enormous. I rendered out “glow” versions for many of the videos since adding a glow effect in Resolume has a heavy processing overhead.

Credits to the Milkdrop preset authors:

• Isosceles Mashup 20200817 v018.milk
• Isosceles Mashup 20200623 v033.milk
• These presets can be found in the Cream of the Crop or Isosceles Mashups packs

PACK ⬕ Iris Anomaly
- This pack contains 64 VJ loops (42 GB) /// full previews in youtube playlist
- Some of these videos seamlessly loop
- Some of these videos have alpha included
- Rendered at 1920 x 1080 30fps using the HAP codec

I was thinking about how an onstage musician is often performing directly in front of the visuals and so I wanted to create a 3D animation which embraces that fact. So I revisited the tech builder collection that I got a while back and animated this beautiful iris geometry featuring concentric rings.

After animating each of the sequential rings into opposite directions, I keyframed the Y translation and then randomized their location. This allowed me to achieve some complex motion without much trouble.

To further juice up the rings I auto-mapped the UV's for each of the shapes and then applied an animated stripe pattern to the shader opacity. Due to the auto-mapping technique, the stripes were placed algorithmically and I was happily surprised with the results. Then I animated the 'Repeat UV' attribute to have the stripes continually evolve slowly and yet be offset from the oscillating motion of the rings.

I thought it could be interesting to someday have each of the "RingSolo" scenes be projected on physical surfaces at different distances. That idea led me in the direction of rendering each ring segment to its own layer, which opened up some interesting layering possibilities and also the option to change the speed of each ring layer individually while performing live.

I probably went a bit wild with the NestDrop remixes but I just kept stumbling across visuals that I knew would be fun to tinker with in After Effects.

Credits to the Milkdrop preset authors:

• DemonLD_-_Toxic_water_diffusion threx angela vs debi brown (nice) qovboit (SNIIIWS).milk
• ech0 - liquid firesticks I --- Isosceles edit.milk
• Flexi - emergencey 2 --- Isosceles edit9d pulse.milk
• Flexi - shadow dynamics 06.milk
• Isosceles Mashup 20200220 v034.milk
• Isosceles Mashup 20200220 v037.milk
• Isosceles Mashup 20200312 v014.milk
• Isosceles Mashup 20200312 v042.milk
• Isosceles Mashup 20200314 v011.milk
• Isosceles Mashup 20200316 v004.milk
• Isosceles Mashup 20200413 v026.milk
• Isosceles Mashup 20200801 v015.milk
• Isosceles Mashup 20200801 v017.milk
• shifter + flexi - liquid circuitry from the fractalism hive --- Isosceles edit1.milk
• shifter - mosaique simple (Jelly).milk
• suksma - if the booty ain't clappin', it ain't happ'nin'.milk
• TonyMilkdrop - Angels Of Glory [Flexi - a quite bitter pink + $this shall not retain] --- Isosceles edit.milk
• These presets can be found in the Cream of the Crop or Isosceles Mashups packs

PACK ⬕ Explosive Surprise
- This pack contains 168 VJ loops (28 GB) /// full previews in youtube playlist
- All of these videos seamlessly loop
- Some of these videos have alpha included
- Rendered at 1920 x 1080 30fps using the HAP codec

Explosions are dazzling when they aren't terrifying. I've long wanted a collection of explosions for my own projects since they are the perfect crowd pleaser for a beat drop. I wasn't going for realism here but instead some exciting stylized explosions. In this pack I've created 7 different types of explosions and each explosion has 5 different variants since I was able to change the seed and render it out. Then I also created 2-3 different options of glow treatments. So that explains the 168 different videos in this pack.

I already had some good experience with fluids in Maya having created some nebulae scenes in the past, but I needed a refresher of how to approach it explicitly for explosions. Turns out I was pretty close but this tutorial helped hone my skills. Also I stopped spinning my wheels when I realized that I could just render using Arnold and not need to worry about the difficulties of rendering fluids in Redshift. Then my first renders out of Arnold just didn't feel right and that's when I realized that adding some glow in post was vital to create that super hot feeling.

I made sure that there are no edges visible, meaning that all of the explosions do not leave the frame. So some of the videos are actually 3k or 4k resolution, but I simply extended the resolution so that the glow gradient wouldn't go out of frame. Since each video includes an alpha channel then you can place the video anywhere you want on your canvas. This also allows you to mash them together, which is how I created the "collage" videos in this pack.

I rendered out the videos at half real-time, so that gives you more freedom to change the speed of the explosion while you're performing live. All of the videos featured in the compilation edit above were sped up to 200%, 300%, or 400% just to make them super short and intense to match the music.

I decided to force fade out each video when the explosion is finished and it's just thick smoke left over. In the context of a live performance I find it distracting when a clip just pops off when it's done. Perhaps not the best solution for some people, but I found it to look great in my layering tests within Resolume.

The "Warning Signs" scenes were inspired by seeing a bunch of road signs stacked on the side of the road. So I collected some open-source imagery, cut each one out, retained the alpha, and then sequenced them up in After Effects. I knew that they would be so juicy when injected into NestDrop and I wasn't disappointed with the results.

Credits to the Milkdrop preset authors:

• fiShbRaiN - witchcraft (metropolish remix) - test - tillex - expert at pretending to survive.milk
• LuxXx - WIP --- Isosceles edit.milk
• Isosceles Mashup 20200220 v022.milk
• Isosceles Mashup 20200312 v021.milk
• Isosceles Mashup 20200416 v005.milk
• Isosceles Mashup 20200609 v004.milk
• shifter + Flexi - liquid circuitry from the strange paradigms hive nz+.milk
• These presets can be found in the Cream of the Crop or Isosceles Mashups packs

PACK ⬕ Chess Sim
- This pack contains 60 VJ loops (52 GB) /// full previews in youtube playlist
- Some of these videos seamlessly loop
- Some of these videos have alpha included
- Rendered at 1920 x 1080 30fps using the HAP codec

I was catching up with Brenna Quirk and Simon Gurvets recently and they shared how they've been experimenting with some chess simulations after learning about the Trapped Knight problem from a Numberphile video. After seeing their various experiments, I thought it would be a fun project to collaborate on. They both agreed and we jumped right in.

So they rendered out the coordinates into a CSV, but how was I going to get the coordinates into Maya in a usable fashion? I lucked out on my first try by reformatting the coordinates slightly and then pasting it directly into a SVG. My first tests looked strange and I eventually realized that the SVG coordinate system has the 0,0 starting point in the top-left corner. So I opened it up in Illustrator and moved the path to be fully on the canvas.

Now I could import the SVG directly into Maya. For the first test I had created the SVG using a line stroke method. And of course that method isn't supported in Maya. So I edited the SVG a bit so that it instead used a polygon shape method. This method worked fine and Maya was able to import the SVG and make a CV curve out of it. From there I did 7 different experiments jamming with the CV curve in various ways.

Along with the Trapped Knight problem, Simon did some experiments with custom chess piece movements and also having two knights moving concurrently on the same infinite chess board. Each knight considers their starting point to be the origin and they each have their own spiral which they use to decide which square to jump to. Although a knight cannot jump to a square that's already been occupied by the other knight. The simulated result was some really beautiful interactions. Check out Simon's Github to explore the Python code that generated did the simulations. Included within the torrent are the SVG's that were used to create all of these scenes. Below are descriptions of the different simulations.

Knight 1-2:
Standard chess knight that moves 1 square in one direction and 2 squares in a different direction.
Knight 1-2 vs 1-2 Frame0:
Two standard chess knights with their own spiral numbering, but a single point on the lattice can't be visited twice. This graph has both knights starting from (0,0).
Knight 1-2 vs 1-2 Frame2:
Two standard chess knights with their own spiral numbering, but a single point on the lattice can't be visited twice. This graph has one knight starting at (0,0) and the other starting at (20,20).
Knight 11-12:
Knight that can move 11 squares in one direction and 12 squares in a different direction.
Knight 19-24:
Knight that can move 19 squares in one direction and 24 squares in a different direction.
Knight Dragon Curve 1-0:
A chess piece that can only move 1 square up, down, left, or right. Unlike a king, it cannot move diagonally. The dragon curve was implemented by creating 4 copies of the dragon curve, all starting at the origin. The spiral number were assigned round-robin style between the 4 curves, but not overwriting the spiral number assigned to a coordinate.

The "Column Trails" was the result of running an MASH simulation on the CV curve and having 500 cubes trace along the curve. Also each cube leaves a short trail behind it, which was a pain since it needed to be cached out. The tall columns were achieved by having all of the cubes connected via a single point and then moving that point far behind the camera. Then I played with various camera paths.

The "Connections" scenes were the result of running a similar but much more intense MASH simulation on the CV curve. So you're looking at 10,000 cubes moving along the curve. Which was very slow to simulate and it took longer to move between each frame rather than the time it took to render the frame. The orange lines are connecting the 2 nearest cubes and the blue-green lines are connecting the 10 nearest cubes.

The "Crystals" scenes was a minimal MASH simulation of cubes tracing along the CV curve. I limited the amount of cubes and then elongated them to be very tall. Then I applied an emerald material shader and setup some various AOV render layers for some options in post. I also animated the rotation of the dome light quickly so as to enhance the sparkly effect for the gem refractions.

The "Boolean Mutate" scenes were the result of wondering if I could interpolate between these two CV curves. So I separated the CV curves by some distance than the other and used the 'loft' command to automatically create polygon walls between the curves. At this point I knew there was some complex beauty happening in there but it was hidden, so I used a Redshift shader to create an animated boolean. Kinda like when you cut an orange in half and can see the middle, except I slowly cutaway more and more of it as time goes on. So what you're seeing in essence is the interpolation from one of your knight coordinates path into a different knight coordinates path. To achieve the animated boolean, there is a texture-grid that defines where the boolean is applied onto the model. So I parented this texture-grid onto the camera so that the animated boolean perfectly matches the forward motion of the camera. I also animated an area light to revolve quickly around the camera and parented this to the camera too. These scenes were ripe for some NestDrop remixes and loved the intense glitchy results that happened.

The "Links" scenes was an exploration to see what kind of algorithmic interaction I could get happening between two curves. So I raised one of the curves to be higher than the other, added both curves into a single MASH simulation, and had the MASH network automatically connect the nearest cubes based on proximity. I had to carefully tune the proximity to be not too close (no links) or not too distant (too many links) and find the sweet spot. Then I created a bunch of render layers, each render layer having a slightly different value for the proximity, so that I had a range to play with in post. I also had to create two poly planes (with a black hole shader) to hide all of the links happening on a single curve, since I was only interested in seeing the links between the two curves. After the renders were completed, since each render layer was a duplicate except for the unique links, I combined different renders together in After Effects with a 'classic difference' blend mode to automatically remove the duplicate links and only be left with the unique links for each render.

The "Boolean Ripple" scenes was an experiment with a Knight Dragon Curve coordinates that Simon had sent me. This was a very similar approach as the "Boolean Mutate" scene, except instead of lofting it into polygons, instead I revolved along a center axis. Kinda like how a lathe machine acts to cut out metal or wood, except I used the coordinates as the input. Then I applied a circular wave deformer and applied the animated boolean.

The "Knots" scene was the result of importing the 'two knights' simulation into Inkscape and experimenting with some of its path effects. I found that the 'interpolate' command would make it look almost like natural rope and then the 'knots' command would give it some depth. Then I took them into After Effects and added a shimmer effect that was achieved by creating some fractal noise, changing the scale to be quite small, animating the evolution attribute, and then using it to luma cutout the SVG. Then a final touch of 'turbulence displace' added on top of everything to give it some subtle motion.

Credits to the Milkdrop preset authors:

• ech0 - liquid firesticks I --- Isosceles edit.milk
• Isosceles Mashup 20200312 v042.milk
• These presets can be found in the Cream of the Crop or Isosceles Mashups packs

PACK ⬕ Metal Vista
- This pack contains 21 VJ loops (39 GB) /// full previews in youtube playlist
- Some of these videos seamlessly loop
- Some of these videos have alpha included
- Rendered at 1920 x 1080 30fps using the HAP codec

Josiah Lowe and I have been collaborating on some still vector art lately and so we decided to see what could happen if I animated it. We agreed on a theme of an abstract jungle and see where it would lead us. Josiah created some fresh artwork in Illustrator, including a range of beautiful shapes that were reminiscent of plants. I then converted it into an SVG and imported it into Maya.

The “hills grass” scenes used one of Josiah’s drawings and replicated it x50,000 onto a hilly terrain using MASH. The hilly terrain was created by applying some wave noise into a texture deformer on a poly plane. The “hills arms” scenes use another drawing by Josiah. Due to the way he laid out the shapes, it inspired me to rig each section and make it almost like a robotic arm. Surprisingly the end result reminds me of a stork bird looking for bugs to eat.

The “cave” scenes started by trying to use many of Josiah’s drawings as fruit hanging from a tree, but I couldn’t get a result that I was happy with. So then I started experimenting with the ‘duplicate special’ tool in Maya which allowed me to add a tiny amount of rotation to each new duplicated shape and then repeat x1000 to create a long column. Then I applied that same technique to the 17 other drawings. From there I just applied some slow animated rotation to each group and arranged them to make a tunnel, making sure that the camera didn’t crash into any of the shapes. I found some interesting reflections using glass and metal material combinations and placing area lights at even intervals within the tunnel.

The “tree fly” scenes were originally created to layer on top of the “hills grass” renders, but it just didn’t feel right to me and so I kept it separate. The “moving lights” scenes were an interesting test of Redshift since I wanted to have columns of light moving through the scene. So I created a directional light and a bunch of polygon strips, leaving empty space between each strip, animated the whole group of strips, and then enabled global illumination. The Japanese Maple trees were sourced from Mantissa.

This time around I took a different approach for the NestDrop remixes. Instead of injecting the videos into NestDrop, I recorded the NestDrop visuals by itself and then brought everything in After Effects. This allowed me to test out various compositing ideas and use some fun layering tricks and added effects.

Credits to the Milkdrop preset authors:

• fleekus flokus - violent and insane homicidal air molecules2.milk
• Isosceles Mashup 20200220 v030.milk
• Isosceles Mashup 20200413 v033.milk
• Isosceles Mashup 20200413 v043.milk
• Isosceles Mashup 20200416 v005.milk
• 414.milk
• These presets can be found in the Cream of the Crop or Isosceles Mashups packs

PACK ⬕ Surveillance Biz
- This pack contains 18 VJ loops (7 GB) /// full previews in youtube playlist
- Some of these videos seamlessly loop
- Some of these videos have alpha included
- Rendered at 1920 x 1080 30fps using the HAP codec

I was thinking that an appropriate symbol for social media is the security camera. It's interesting how the symbol has transformed from passive surveillance into mass data collection. Tech spirit of our times.

In these experiments I wanted to explore the idea of security cameras that have come alive. So I created three different scenes in Maya. The "popup" scene is a group of security cameras swiveling to gaze at the viewer. The "crowd" scene has a bunch of security cameras oscillating in several different layers, my attempt to have surveillance coverage from every angle in an absurd fashion. The "closeup" scene is a single security camera floating in the distance towards the viewer and continues right into the viewers face. Here is the security camera model that I used.

After so much technical spelunking of late, it was refreshing to get back to my roots and do some homespun 3D animation. Did some interesting experiments with abstract textures for the dome light. The Redshift material shaders still seem to slow down my creative process, but maybe I should fully light the scene first and that would naturally change my approach. That's what I love about 3D animation, always new stuff to learn and explore.

Credits to the Milkdrop preset authors:

• ech0 - liquid firesticks I --- Isosceles edit.milk
• Isosceles Mashup 20200220 v030.milk
• Isosceles Mashup 20200220 v034.milk
• Isosceles Mashup 20200312 v021.milk
• These presets can be found in the Cream of the Crop or Isosceles Mashups packs

PACK ⬕ Soaring Eagle
- This pack contains 43 VJ loops (74 GB) /// full previews in youtube playlist
- All of these videos seamlessly loop
- Some of these videos have alpha included
- Rendered at 1920 x 1080 30fps using the HAP codec

Inspired by a dream I had a while back. I was flying in the pink sunset clouds and saw some birds soaring among the clouds and connected to their wings were long golden silk that was following the movement of the wings flapping. When I awoke the image was still clear in my mind.

I started off by doing tinkering with a diamond shader with a super high dispersion factor to create some wild colors. But the real breakthrough happened when I added a field of spheres below the bird, set them to illuminate, and yet only visible in the refractions. The eagle is rigged using bend deformers for the wing and tail motions. To give the bird a little bit more life when it was just soaring and not flapping its wings, I also used a wave deformer to add some feeling of undulating movement.

Interesting to note that the rays were done entirely in After Effects, thanks to carefully keying out specific colors and then applying many layers of the fast radial blur effect. I had planned on doing the cloth in Maya but wasn't in the mood to deal with a cloth simulation, so some quick experiments out of desperation proved to be fruitful. It's a different effect than what I originally had in mind but I'm pleased with the result.

For the clouds I was trying to get Mental Ray working again but didn't wanna deal with an older version of Maya. But then I realized that I could easily render the cloud using the Maya Software render engine. I normally stay far away from the Maya Software render engine but rendering Maya fluids in Redshift is a total pain. I'm surprisingly happy with the result and gotta explore more abstract Maya fluids sometime in the future.

It's been satisfying to render my own 3D animations and then inject them into NestDrop to hunt for some gems. It's playtime! The bird renders were perfect for this and I had to limit myself to only a few absolute favorites.

Credits to the Milkdrop preset authors:

• fiShbRaiN - witchcraft (metropolish remix) - test - tillex - expert at pretending to survive --- Isosceles edit 20210330.milk
• Goody + martin - crystal palace - Schizotoxin - The Wild Iris Bloom - mess2 nz+ galaqt.milk
• Isosceles Mashup 20200422 v015.milk
• Isosceles Mashup 20200609 v004.milk
• suksma - the naivety of eternity.milk
• These presets can be found in the Cream of the Crop or Isosceles Mashups packs

PACK ⬕ Mountains Flow
- This pack contains 35 VJ loops (41 GB) /// full previews in youtube playlist
- These videos do not seamlessly loop
- Some of these videos have alpha included
- Rendered at 1920 x 1080 30fps using the HAP codec

These were some really fun experiments. Seeing as how much I've enjoyed the happy accidents of injecting Maya renders into NestDrop lately, I had the crazy idea of going the other direction... Injecting NestDrop recordings into Maya. I have been wanting to explore animated displacement maps and so this was a good reason to try it out.

It took some trial and error to nail down a good workflow. If I imported the raw NestDrop frame sequence directly into Maya then the displacement appeared too harsh in the Maya renders. So after recording the Nestdrop visuals then I treated it in After Effects. I simply made it black and white, duplicated the layer and applied a multiply blend mode along with some fast blur. This blur was critical for rounding out some of the harsh forms of when the displacement was rendered over in Maya. Then rendered out each of the videos to a PNG frame sequence for linking into Maya.

Empty space is so useful especially when it comes to alpha. But when I linked the animated displacement map then it rendered as an utter solid. So I created another poly plane and applied a black hole shader so that I could hide any of the boring aspects at rendertime, along with generating an alpha channel. This worked marvelously and allowed even more happy accidents in a process already fully guided by happy accidents.

And of course, what's to stop me from then taking the resulting Maya renders and doing another round of NestDrop remixes? Since each of the Maya renders have an alpha channel, I couldn't help myself. What an ouroboros this pack has become.

Credits to the Milkdrop preset authors:

• amandio c - fume (ATI).milk
• cope - drove through ghosts to get here.milk
• cope - the drain to heaven --- Isosceles edit.milk
• DemonLD_-_Toxic_water_diffusion threx angela vs debi brown (nice) qovboit (SNIIIWS).milk
• EVET - Brainsplolz --- Isosceles Edit1.milk
• Flexi - emergencey 2 --- Isosceles edit9d pulse.milk
• Isosceles Mashup 20200420 v040.milk
• Isosceles Mashup 20200312 v042.milk
• Isosceles Mashup 20200623 v001.milk
• Isosceles Mashup 20200801 v006.milk
• Isosceles Mashup 20200801 v015.milk
• Isosceles Mashup 20200809 v026 Mirror01.milk
• Isosceles Mashup 20200816 v002.milk
• Isosceles mashup05.milk
• midgitstraights of majillaen - decaying smoulderworm glowwood.milk
• These presets can be found in the Cream of the Crop or Isosceles Mashups packs

PACK ⬕ Outbreak Nodes
- This pack contains 18 VJ loops (29 GB) /// full previews in youtube playlist
- These videos do not seamlessly loop
- None of these videos have alpha included
- Rendered at 1920 x 1080 30fps using the HAP codec

Nauté is a friend of mine that has been working on simulation and visualization of infectious disease outbreaks. This data simulates the spread of a virtual pathogen with COVID-19-like epidemiological parameters in a college campus. It's a raw topic since we're currently living through a pandemic but best to digest it through artwork.

We have long wanted to collaborate on a project and so it was refreshing to jam with real data. Nauté sent me the pandemic visualization and then I did a screen capture of the animation. I had to manually remove any duplicate frames, since my computer couldn't keep up with something in the pipeline. Then I processed it in After Effects to carefully remove the background to create an alpha channel.

My original plan was to do some animated displacement map experiments in Maya and explore some MASH networks. But then I started trying a few different ideas in NestDrop and getting some good results that matched the intensity that I was looking for. A quick but satisfying collab.

Credits to the Milkdrop preset authors:

• EVET - Brainlocknrelease.milk
• fiShbRaiN - witchcraft (metropolish remix) - tillex - expert at pretending to survive.milk
• fiShbRaiN - witchcraft (metropolish remix) - test - tillex - magnifisc.milk
• Flexi - emergencey 2 --- Isosceles edit5d minimal.milk
• Flexi - wave function collapse - majorly dickless.milk
• Goody + martin - crystal palace - Schizotoxin - The Wild Iris Bloom - mess2 nz+ galaqt.milk
• Isosceles Mashup 20200801 v028.milk
• Isosceles Mashup 20200817 v018.milk
• Isosceles Mashup 20200413 v026.milk
• Isosceles Mashup 20200413 v029.milk
• shifter - robotopia v2 molding chaos all four waves mange vs lice vs mites.milk
• shifter - mosaique simple (Jelly).milk
• suksma - sick star bloat --- Isosceles edit17.milk
• suksma - wait for it - 1-ret.milk
• These presets can be found in the Cream of the Crop or Isosceles Mashups packs

PACK ⬕ Recursion Stack
- This pack contains 30 VJ loops (29 GB) /// full previews in youtube playlist
- All of these videos seamlessly loop
- Some of these videos have alpha included
- Rendered at 1920 x 1080 30fps using the HAP codec

For a long time I've wanted to revisit the Vector Recursion Workbench software collaboration I did with Nathan Williams. So I generated an SVG from the software and imported it into Maya. My first experiments proved fruitful in extruding each of the shapes individually and then moving each shape to create a stepped pyramid. From there I did different iterations with animation, have the shapes rotate in unison, have the shapes rotate out of phase, animate the shapes using the vertical Z dimension. Every other shape has a black hole shader applied, so the alpha is cutout at rendertime.

Towards the end I wasn't enjoying how everything was constantly visible and it needed some mystery. So I created a 3D watery plane, applied the black hole shader, and then animated it oscillate up and down. So it occasionally hides the recursion shapes and yet the water texture ensures that it's always slightly randomized for what is hidden.

I normally render a motion vector AOV pass so that I can use the RSMB Vectors plug-in to add realistic motion blur in post and avoid the heavy hit in Redshift render time. But the motion vector AOV pass doesn't consider the transparency part of the shader, so it wasn't fully accurate. Instead I just let the RSMB plug-in analyize the beauty pass directly to calculate the motion blur on its own. The visuals are moving so fast in this scene that the RSMB plug-in occasionally glitches out, actually in a very pleasing way. But I rendered out alternate versions without motion blur just for some options depending on the look you're going after.

I had an utter bonanza when I injected the loops into NestDrop. I'm such a sucker for the glitched out feedback loops that mix a look of digital versus organic. Stupid Youtube... its compression really kills the detail for some of these, but the MOV versions are so juicy.

Credits to the Milkdrop preset authors:

• $$$ Royal - Mashup (275).milk
• ech0 - liquid firesticks I --- Isosceles edit.milk
• Flexi - emergencey 2 --- Isosceles edit6b warp invert.milk
• Isosceles Mashup 20200225 v049.milk
• Isosceles Mashup 20200225 v054.milk
• Isosceles Mashup 20200312 v014.milk
• Isosceles Mashup 20200312 v021.milk
• Isosceles Mashup 20200420 v039.milk
• Isosceles Mashup 20200623 v001.milk
• These presets can be found in the Cream of the Crop or Isosceles Mashups packs

PACK ⬕ Series of Tubes
- This pack contains 10 VJ loops (10 GB) /// full previews in youtube playlist
- All of these videos seamlessly loop
- Some of these videos have alpha included
- Rendered at 1920 x 1080 30fps using the HAP codec

Started off with some experiments using subsurface scattering to create a plastic material which light could shine through. The 'wires' and 'spinners' came about from wanting objects of different thicknesses to see how it reacted to the plastic material. The original models came from this super useful tech builder collection, worth every penny.

After jamming with the lighting and I ended up with a long row of evenly spaced non-visible area lights, grouped them together, and then animated the whole group to move in the same axis as the camera. I originally wanted an glowing orb to be at the middle of each area light but overall it was feeling more like a organic reaction inside within each of the wires and spinners. Had to apply some limitations on the area lights so that I could limit their range to a specific distance.

I never enjoy the delicate preparations necessary to make a 3D scene loop seamlessly and this one was difficult with all of those 'wires' moving at different rates, but I pulled it off with some careful thinking.

Had tons of fun injecting these loops into NestDrop. Since these loops effectively wipe the screen quickly, this makes for some very interesting reactions since the Milkdrop engine often uses heavy visual feedback loops.

Credits to the Milkdrop preset authors:

• Geiss - Artifact Plasma.milk
• Isosceles Mashup 20200403 v006.milk
• Isosceles Mashup 20200416 v005.milk
• qollapzoid synqopavoid.milk
• Zylot - In death there is life (Wrong Portal mix).milk
• These presets can be found in the Cream of the Crop or Isosceles Mashups packs

PACK ⬕ Crystal Bounty
- This pack contains 13 VJ loops (8 GB) /// full previews in youtube playlist
- These videos do not seamlessly loop
- All of these videos have alpha included
- Rendered at 1920 x 1080 30fps using the HAP codec

Who doesn't love some shiny crystals? I spent many years using Mental Ray, so to finally jump into a cutting edge render engine like Redshift was pretty incredible. Same ideas but with years of advancement, so the knowledge transferred easily.

So I was curious to explore the caustics in Redshift and see how far I could push the true refractions. I had originally wanted to crank the dispersion up super high and get some wild rainbows, but I was just so entranced by this more realistic look. I tried some different lighting setups and also played with a few HDRI environment maps, but in the end the best look was a simple area light in the background acting kinda like a photo lightbox used for negatives.

An absurd amount of polygons are in this scene, just to get the refractions going really crazy, and that made doing an animated poly-reduce very slow. But it came all together with some patience. The shards scene was a nice surprise when playing with the poly-reduce and I was amazed by the beautiful colors of the dispersion.

The 'sparkle' scenes were a last minute addition when I realized that I was missing some necessary twinkling that crystals demand. But I didn't render the sparkles into any of the scenes directly so as to be more useful during a live performance. Sparkles at your command!

PACK ⬕ Hands Cascade
- This pack contains 12 VJ loops (12 GB) /// full previews in youtube playlist
- All of these videos seamlessly loop
- Some of these videos have alpha included
- Rendered at 1920 x 1080 30fps using the HAP codec

I started off by playing with hundreds of arms moving out of phase with each other, kinda like the images of Hindu gods. But I ended up experimenting with animated UV maps at different speeds to create mesmerizing striped patterns and that took over the focus. It was particularly interesting to apply the UV map as a alpha channel to have it cut out a gold metal shader. The bubble shader was a happy accident and ran with it. Here is the hands model that I used.

I enjoy playing with the nonlinear deformers in Maya since they can be stacked together to create this type of warped appearance. I've been exploring some different area light setups since the global illumination renders so quickly in Redshift and in the past I've never been able to afford the heavy render times on my own personal computer.

Also did some exploratory experiments by injecting the loops into NestDrop to get some generative action happening. Always full of surprises.

Credits to the Milkdrop preset authors:

• cope + flexi - colorful marble (ghost mix).milk
• drugsincombat - liquidfire v.milk
• Isosceles Mashup 20200312 v014.milk
• These presets can be found in the Cream of the Crop or Isosceles Mashups packs

FAQ
Why does the transparency of these MOV's look weird in Resolume?

For each MOV (with alpha) that you import into Resolume, you must go into the clip settings and manually change the 'Alpha Type' to 'Premultiplied'. Using the 'Straight' option will result in a dark halo around the alpha cutouts.

Why are you releasing these packs for free?

I believe there is a transformational aspect of the open-source spirit where new possibilities can unfold. How you will layer these visuals will be completely different than how anyone else will approach it, so I have no fear in visuals becoming stale. If you wish to support my creative explorations then please consider becoming a patron.

There are too many videos to choose from. Why?

There are so many moods to match while performing live and so I explore all sorts of ideas that I think could be useful in different circumstances. One persons trash is another persons treasure, so decide for yourself. I refuse to limit my artistic expression due to arbitrary tech limitations and luckily the tech has matured to the point that a single person can distribute content on their own.

Can I hire you to create custom visuals for my event?

Perhaps! Please .

What software do you use?

I most often use Maya & Redshift together for creating 3D animations. Occasionally I switch over to Arnold when necessary, or dive into Blender when Maya holds me back. I composite everything in After Effects and sometimes use the ReelSmart Motion Blur and Deep Glow plug-in's. I often inject my VJ loops into NestDrop for some wild layers to jam with while compositing.

Can you release these packs using a different codec?

I rely on the HAP codec because it's supported by every VJ software and also includes an alpha channel. I think the codec benchmarks speak for itself. Feel free to convert the videos yourself into any format.
Download Tips
How do I download these packs?

You need to install a BitTorrent client such as qBittorrent, Deluge, or Transmission. If you're having trouble connecting to a peer in the client then chances are it's due to your network firewall settings. Sorry I cannot help you troubleshoot.

Can I download just a few MOV's from a pack?

The Youtube playlists contain a full length preview of each pack. So you can browse a Youtube playlist and write down the names of the videos that you desire. Then when starting the download within your BitTorrent client, only select the files that you wish to download.

Is there a limit to how much I can download?

Feel free to download as much as you want.

Why is my torrent download stuck at 99%?

Try doing a "Force Re-Check" of the torrent download from within your BitTorrent client, and then "Resume" or "Force Resume" the torrent download.

Why not host these packs in the cloud?

Hosting the packs on Google Drive, Dropbox, Mega, or a website server would result in hitting their maximum bandwidth limits. Hosting on AWS or B2 would result in bandwidth fees that I cannot afford. Currently it's a tricky proposition to freely distribute hundreds of gigabytes. So BitTorrent is the best solution right now.