Currently running the trial version in 12.3 suite with the intention of using in Clip Window for playing live. All looks great currently but I have bit of an issue that I cant seem to rectify. Bear with me as I am new to this so might be something basic.
So I am using basic ISF filters and Beat Flash on a channel playing video clips and all goes well. However when i collect and save and try launching any clips with Beat Flash I get the console popping up with an error: Failed to create the ISF Resource Fragment Shader Path Does Not Exist. Yet the effect continues to work.
If I replace the Beat Flash with the one from the library and save everything works as expected. But thats not really a solution as I will be editing and changing lots of clips and the collect and save feature is pretty important to make sure I have everything I have used in one place and also can export it to a separate PC for performance. THE ISF Shader plugin doesn seem to be affected at all which is the only other thing I have really used.
Am I making a simple mistake???
(By the way it look awesome and really brings the set to life, if I can get Beams working as well holy moly what a show it will be).
The main cause of trouble here is using Collect All and Save. Considering Videosync (and Beam) installs its devices in the User Library, leaving the “Files from User Library” box checked when performing a Collect All and Save, will copy all used devices and ISF files to your project folder. This is actually completely unnecessary, as Videosync will always install its devices into the User Library again when it detects they’re missing or outdated.
Additionally, by creating copies inside your project folders in this way, whenever Videosync is updated and newer versions of devices are installed into the User Library, your Live Set will still use the outdated older copies. For these reasons we strongly discourage including files from the User Library when performing a Collect All and Save.
When you take the above into account, the information below isn’t actually relevant, since you would simply use the devices from the User Library, and not copies stored in project folders. Despite this, I’ll explain why the ISF shader file goes missing after performing a Collect All and Save including User Library files:
The Beat Flash device is a device from the Plugin SDK folder. Devices from the Plugin SDK are unfrozen Max for Live devices, which means that their dependencies are read from a folder and not yet included with the device file itself. Performing a Collect All and Save with unfrozen devices may result in their dependencies not being copied along with them, causing them to go missing.
These devices are meant to be used as examples/boiler plates for developing custom user interfaces for ISF shaders, in cases where the ISF Shader device does not completely fit your needs.
So in other words, the Beat Flash device uses ISF shader files that reside in the same “Examples” folder. You can only see them in Explorer/Finder, as Live’s browser does not display shader files. If you copy these shader files into the User Library/Videosync/ISF Shaders/User folder, you can easily use the Beat Flash shader with the ISF Shader device instead.