Both hydra and punctual generate glsl code directly executable by the graphics card, so high resolution rendering at real time is possible, provided you have a computer with a good enough graphics card.
I don’t know if there is a way to automatically detect loop points and create video samples. Probably not so easy, as video codification usually uses lossy compression formats, and the process to find duplicates would involve some type of heuristic comparison.
Anyway, part of the fun is to create patterns that never repeat (or take a long time to repeat) themselves.
If you know the FPS and the frequency of the oscillators you use, you can probably do the maths and calculate how much time a pattern will take before repeating itself, but could get quite complicated fast.
I’ve started doing some stuff with Hydra and have question for people who upload stuff to youtube , Hydra is web based so I capture the screen with OBS on max quality (approx 3gb for ~5 minutes video), and it comes out decent enough after attaching the video to audio in Resolve for a FHD export, but once uploaded to youtube it looks like it was shot on 2MP Sony Ericsson slider phone, the compression is just awful and smears everything.
anything I should do or be mindful of to make the upload look better in the end result?
(sorry for polluting the thread with YT question, would love to know if there’s a better thread for it)
Only thing I found that really consistently works for youtubes compression ruining crispy noisy video effects is to upscale it to 4k. Annoying to be having to deal with 4k file sizes for no good reason but it generally is the only way.
The other thing that is supposed to help are using a higher target for your bitrate and doing a multipass on the bitrate, this will give youtubes compression a better chance but honestly youtubes compression is the worst at translating purposely noisy video, and as someone who loves visual noise it sucks.
I have no idea what’s that, but I can sure try the 4K thing, the raw video should be good enough for that, won’t be real crispy but hopefully better then now. thanks! I’ll try that next time
I guess it depends what video format you are rendering to for the bitrate stuff, if you are uploading raw that shouldn’t matter but if you are using a codec like H.264, target bitrate and multiple passes essentially gives the compression more room to play with to be accurate on frames that have a lot of data… noisy effects aren’t possible for the compression algorithms to predict essentially so they get fuzzy and swimmy if they don’t have the extra space in the bitrate. Uploading H.264 to youtube essentially stacks your compression with there compression as they also compress your video. 4k is the way to go.
so this section
is the bitrate stuff I think, they just aren’t calling it that, turning on multi-pass encode could help a tiny bit and checking restrict to and upping that number by 2x but yeah I think due to the compression on youtubes side rendering it at 4k is yeah the best way to go.
so I’m not sure why or how, but I tried directly uploading the captured version from OBS and it looks way better then after processing with Resolve. it’s not super high res and I have no idea what’s happening but at least it’s not looking like 4 smeared to death pixels anymore.
anyway, really like the Hydra synth, maybe one day I’ll find a better way to export the result other then OBS screen grab.