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Petr Vanek - Robe

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  1. Hello @CharlieWinter, repackaging and re-zipping GDTF and MVR is possible. It could be that gMA3 is not yet supporting compression of the zip archives and that they are expecting a zip but without compression, which is something you can typically set during the zipping process. Hope this helps Petr
  2. Hello, you can make the beam large (like a tube) and set the Beam geometry's Beam Type to None or to Glow: See here: https://gdtf-share.com/share.php?page=home&manu=User+Test&fix=RGB+Tube I didn't test in gMA3 but i presume that it would work, Hope this helps, cheers Petr
  3. If the effect uses 2 channels (16bit) and you want to enter the data in 8bit fashion (0-255 values), you somehow have to define the value for the second channel. In the input field, the first value (from the left) is what you most likely have in your DMX table, the second value (after the slash "/"), is most typically will be 0 for you, except for 255, which will be 255/255 (to have full maximum value). Hope this helps. Maybe discuss this with your R&D people, to have more clarity if needed... they will be able to help you too. cheers Petr
  4. Hello @CarlosDVS, switching the input field between 8/16/24/32/% is just a view on how you enter the data. So by switching it to 8, you can enter your data in the 8bit, as per your DMX table... see for example here: When switching between these values, you can see what you values look like in different resolutions or a percentage:
  5. Here is a list of frequent errors we can see some new GDTF authors are making, together with description on how to eliminate these issues. By following this advice you will be creating GDTF files of much better quality. Custom GDTF Attributes Do not define custom attributes. If you think that the attribute you are needing is not in the GDTF Builder, look more closely. In 99%, the needed attribute is already defined in GDTF and thus it allows all software utilizing GDTF to know which real world behavior is described by that GDTF attribute. If unsure about creating a new attribute, ask in the forum, especially if you want to be sure that your GDTF file is correct. Here are some commonly missed GDTF attributes: Dimmer, which is controlling intensity of the device. Do not create an attribute "Intensity". Colors. Do not create "Red" of "Green". These already exist as for example ColorAdd_R, ColorAdd_G, ColorAdd_B for direct color mixing, ColorRGB_Red, ColorRGB_Green, ColorRGB_Blue for indirect color mixing, ColorSub_C, ColorSub_M, ColorSub_Y for Cyan, Magenta, Yellow subtractive color mixing. You can view the list of all GDTF attributes with extended description for each item here. Coarse and Fine Channels When defining a DMX Channel, you can choose a Resolution of the channel. This then allows you to assign a DMX offset for Coarse and Fine, as per image below. Do not create channels "Dimmer Fine" or "Red Fine" channels. Emitters/Filters Only define a color Emitter or a Filter if you have measurements of the colors. Do not define Emitters/Filters to just click some random R, G, B values. 3D Models Ideally, use a real 3D model of the device. If you do not have a 3D model of the fixture, you can use the default head, yoke, base models provided by the GDTF Builder, if these default models look like the real device you are describing. If the default head, yoke, base models do not describe your device correctly, it is often better to use the predefined cube or cylinder as a model. Do not use for example the default base instead of a generic cube, it will look very ugly. Beam Geometry For beam geometry, typically use a cylinder with a small height. Do not use randomly some other predefined models like the head or base. Hope this helps. If unsure, just ask here in the forum. Petr
  6. GDTF Builder has been updated with the following changes: Ensure that when saving a GDTF file, the spinning animation is closed down after file upload procedure Improved GDTF Share performance when saving GDTF files Do not mark DMX Breaks with offsets larger then 512 as errors Ensure correct reading/writing of GDTF files after copy/paste of geometry references
  7. Hello @Brothers, we are hoping for a fix for this to be released this week. It is pretty difficult to reproduce so we hope we are eliminating the issue. cheers Petr
  8. If you have the opportunity, please visit the GDTF Booth in Hall 12.1 stand B41 at the Prolight + Sound. Open manufacturer meeting is taking place in-person at the GDTF booth, on Wednesday at 4:00pm. Location of the GDTF booth on the PL&S floor plan.
  9. Hello @vixzy i looked at your file. The important thing to realize is that shutter is a different physical behavior then strobe. Shutter can be open/closed (1/0), while strobe is strobing fast/slow (1/s), so for example 20 for fast, 0.3 for slow. For this, define two channel functions, one for Shutter (Shutter1) one for Strobe (Shutter1Strobe): And then adjust the Channel sets to match the speed of the strobing. See attached file where i split the shutter into two functions. Kind regards Petr Etan@Etan_101@Splitting_Shutter_into_Shutter_and_Strobe.gdtf
  10. Hello, Presumably you are adding Shutter instead of a Strobe, that's maybe why it's not working. Posting a GDTF file here can increase a chance that someone will look at it and can help you. Cheers P.
  11. Hello @SergeG, is there a GDTF file you could post here for people to look at? cheers P.
  12. Hello all, we have made a public release of the libMVRgdtf library which makes it much more easy for software authors and companies to be able to implement and utilize GDTF and MVR in their products. We had previously been giving access to the Github libMVRgdtf repo on individual bases, the code has now has been released to the general public. The implementation also included the MVR-xchange communication protocol. The library has been used ever since by the Builder and other software. License allows commercial and closed software usage, but IANAL, so check yourself.
  13. GDTF Builder has been updated with the following changes: Undo for the Physical Description tab has been implemented. Ensure that CIE Color Space representation remains visible when picking a color Provide the GDTF file for download before uploading it to the GDTF Share Improve DMX tab editing performance
  14. Hello Giannis, we describe the "quality" or "size" of the 3D asset by using vertex count, this being in the Spec and also in the Builder. It is a value commonly seen in 3D software like Blender. I am not sure what a "polygon" would be meaning here - would that be a triangle? As for the level of detail: One can use the provided GDTF Primitives of base, yoke, head, triangle, sphere... these have been created to be as simple as possible, when no other 3D asses is available. The "default" level has been chosen to be 1200 vertices for the complete fixture. A complete fixture "typically" being a moving head and this has been providing good guidance in our experience, as it makes people aware of the properties of 3D models. So for base/yoke/head fixture, this ends up being some 400 vertices per model. If the fixture has many lenses, these would typically be referenced, but when preparing our 3D assets, if we have a way to test in real software, we look at what the fixture looks like and ensure good first hand experience. The low level of detail allows to provide even simpler models with more decimation, i am not sure if any software is using this at the moment. The high level of detail is there to allow unlimited details to be expressed. Kind regards Petr
  15. Hello, you cannot link the Wheel from the "fast shortcut" of the Channel Function, but you can add it if you open the full modal dialog editing the channel function properties: This then allows you to select gobos for each channel set: Depending on the use case, you will have to test if the software of your choice visualizes ColorMacro... Hope this helps Cheers Petr
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