SubGraph (.pxg) files are a way of reusing and sharing custom components or groups of components for use with Praxis LIVE
Download the latest zip file and extract the contents. Drag .pxg files into your patch from the File Browser tab, or import them into your palette (choose Import
from the popup menu on palette categories).
Under active development - lots more to come! Components marked experimental may not be well tested or fully functional.
Components that can be used in any graph (audio, video, tinkerforge, etc.).
seconds.pxg
- output running time in seconds.array-map.pxg
(experimental) - map a range from 0 to 1 to values in an array.normalize.pxg
(experimental) - normalize incoming signals to between 0 and 1.
Components that can be used in any graph, but should really only be used in a generic data patch (root:data
).
file-listener.pxg
(experimental) - given an absolute path to a (text) file, will load and send the contents, then listen and reload/resend on file changes. Can be connected tocore:routing:send
to send updated code to another component.
Components that can be used in any audio graph.
mixer-6s.pxg
- stereo 6-channel mixer.mono-kit.pxg
- simple 6-sample player with triggers and levels. Useful for drum samples.synth-base.pxg
- basis for a monophonic synthesizer.synth-duo-osc.pxg
- monophonic analog style synthesizer with two oscillators and resonant filter with envelope modulation.synth-pm3.pxg
- monophonic phase-modulation synthesizer.
Components that can be used in any video graph.
colourbalance.pxg
- alter the rgb balance of a video input.xform.pxg
- 2D transform (translate, scale, rotate) a video input.framerate.pxg
(experimental) - measure framerate of video passing through component.
Video components that can only be used with the OpenGL renderer.
fx-blur.pxg
- multi-pass blur effect. Adapted from Processing's SepBlur example, itself derived from http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.htmlfx-hsv.pxg
- control the hue, saturation and value of the image. Derived from https://gamedev.stackexchange.com/a/59808fx-kaleidoscope.pxg
- kaleidoscope effect with controllable number of segments. GLSL code derived from https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/KaleidoscopePass.cppfx-noise-warp.pxg
- noise warp image effect. GLSL code derived from https://github.com/ashima/webgl-noisefx-pinch.pxg
- pinch image effect.gl-filter-base.pxg
- GLSL filter base - add to graph and edit fragment (GLSL) and code (Java/Processing).gl-gradients.pxg
- simple mouse reactive OpenGL source example. GLSL code from http://weworkweplay.com/play/introduction-to-glsl-and-fragment-pixel-shaders/glsl-io-transitions.pxg
(experimental) - range of video transition effects between two sources, ported from GLSL.iogl-source.pxg
- GLSL source base = add to graph and edit fragment (GLSL) and code (Java/Processing). Supports most shaders from GLSL Sandbox directly.gl-svg.pxg
- SVG viewer (and example of SVG loading).gl-text.pxg
- text component (and example of text rendering). Requires a .ttf font file to be set.isf-edges.pxg
edges video filter ported from https://www.interactiveshaderformat.com/sketches/184isf-solarize.pxg
- solarize video filter ported from https://www.interactiveshaderformat.com/sketches/390xform-3d.pxg
- translate and rotate a video input in 3D space.
TinkerForge binding components.
rotary-encoder.pxg
- binding for the rotary encoder bricklet.
Simply select the component(s) you wish to reuse within the patcher window, right-click and select Export
to save a PXG file. You can then drag this file from the File Manager into the patcher window, or import into the palette.
Please share!