ZGameEditor Visualizer is a visualization effect plugin with movie render capability. ZGameEditor Visualizer is based on the free open source ZGameEditor that can be used to create visualization objects for the plugin. Video Tutorials here
Using ZGameEditor Visualizer
You can add up to 25 layers. The left-most layer will be the lowest layer in the stack and the right-most the top. So it's a good idea to build your effect from the background to the foreground. Where layers process others, layers to the right process those on their left. You can reorder layers with the menu on the right side of each layers header.
Depending on the objects selected various controls will become available and may be automated, respond to audio or in some cases accept MIDI input.
- Audio Source - Select any Mixer track that is sent to or sidechained to the Mixer Track hosting ZGameEditor.
- Image Source - Select images here that have been added under the Add Content > Images tab. Images can include Bitmaps (pictures), Videos and WebCams.
- Mesh - Select 3D meshes here that have been added under the Add Content > Meshes tab.
- Effects - Choose from the included effects, or make your own. See Adding objects with the ZGameEditor.
- Background - Background image effects
- Foreground - Foreground image effects.
- Background - Effects designed to be used primarily as background.
- Blend - Effects used to blend other layers creatively.
- Canvas effects - Moving textures designed as background canvasses.
- Feedback - Video/image feedback style effects.
- Hardware - DMX lighting control. Make sure to enable your DMX controller under Settings > Enable DMX output.
- Image effects - Effects based on images added under the Add Content > Images tab. Images can include Bitmaps (pictures), Videos and WebCams.
- Misc - Misc effects.
- Object Arrays - Arrays of 3D objects.
- Particles - Effects based on particle physics.
- Peak effects - Effects designed to respond to audio peak input.
- Physics - Algorithmic physics effects.
- Postprocess - Effects applied to other input layers (to the left of this effects layer). Send source layers To Buffer and select it under Image Src.
- Scenes - 3D Scenes under your control.
- Terrain - 3D terrain.
- Text - Text is added under Add Content > Text. Lines can be selected separately with the 'Text line' controls on the Text effects layers. See Add content > HTML and Text below for more information.
- Tunnel - Tunnel style effects.
NOTE: Most sliders and knobs associated with the effects can be 'Right-clicked' to use create automation clips and edit events. Many effects will also make use of Image and Mesh input.
TIP: If you are unsure which settings produce the best visual effects try selecting Presets - R 'Randomize' above the effect category menu. Often this results in something interesting that you can
continue to develop.
Custom content you can add here includes Pictures, HTML, Text, Meshes and Video. The content is then available from the Image Src and Mesh selectors at the top of the Effect interface for each layer.
- Images - Most image formats are supported. If an effect can use images, select them from the Image Src field at the top of the Effect column. Use the sub-tabs here to load pictures (bitmaps), videos or a live WebCam feed. Click the button and browse to the location of the content. The location will then be listed in the field below.
- HTML - HTML code entered here works in conjunction with the Text > TextTrueType effect. The code determines the appearance of the text in accordance with HTML text formatting. There is some example HTML options on the HTML tab itself (right side) or your can watch this video.
- Example code:
- How to use: Enter the exact code above on the HTML tab. Select the Text > TrueTypeText effect. Switch on SingleLineMode and automate the line shown with the Text Line control. You can use additional HTML formatting (bold, italics, text-size etc) as desired.
- Text - Enter the text to be displayed by the Text > TextTrueType, MeshText and TextDraw effects. From these effects, use the Text Line control to step through lines entered on the Text tab.
- Meshes - Include .3ds format 3D meshes that can be loaded and used as objects by some effects.
- Video cue points - Set up to 70 cue points in the video by entering a list of time-offsets in seconds (including decimals if needed). The simplest way to add a video is by selecting 'Image Effects > Image' from the list and choosing the Video from the Img Src menu.
- Setup - Match the MIDI IN Port on the Settings tab to a MIDI Out Port (and Channel).
- Trigger cue points - Notes played on the MIDI Out Channel will trigger playback from the set cue points. Cue-points start from note C5 (C5 = the first cue-point in the list) and are mapped progressively to each cue-point down the list as you progress up the keyboard.
- Special functions - You can put the cue points play and stop anywhere in the list.
- MIDI port - Some effects respond to MIDI input & control. Set the port between 0 to 255. A setting of '...' is disabled. Once MIDI Out and ZGameEditor Ports are matched to the same value.
- MIDI Channel: Where you have more than one Effect that responds to MIDI, the first 16 Layers with MIDI effects will be linked to Channels 1 to 16. Use MIDI Note colors to control MIDI Channels OR separate MIDI Outs set appropriately.
- Antialias - Uses Open GL 4x oversampling for smoother graphics.
- Stereoscopic - Switches side-by-side stereoscopic mode on/off for 3D effects when images are fused.
- Enable DMX output - Connects ZGameEditor to your DMX device. DMX is the equivalent of MIDI, for lighting control. Its a lot of fun and DMX devices are surprisingly inexpensive, try eBay.
- Spectrogram band count - Number of bands made available to effects that use frequency-spectrogram automation. More = higher CPU but more complex/interesting results.
- Internal FFT precision - Number of spectral bands the processed audio is divided into. More gives higher accuracy at the expense of lag/latency.
- Export to video - On export you will be presented with a dialog to refine the video output. Generally we recommend using one of the Presets.
- Reset defaults - Press when you have created a complete mess of the settings and want your sanity back.
Controlling the effects
There are three types of control available. How the presets respond to these controls will depend on the design of the visual objects. See below for details on making your own.
Objects will generally have their parameters linked to respond to audio input. Often this is analyzed in terms of frequency to cause the low, mid and high frequencies to cause different visual effects.
NOTE: Link a Fruity Peak Controller from key Mixer tracks and/or Fruity Envelope Controller from Piano roll/Pattern Clips to
target parameters/sliders for more advanced control.
Right-click plugin target controls and select Edit events, Create automation clip or Link to controller.
MIDI Input Control
- Load a MIDI Out Channel to the project.
- Match the PORT number on MIDI Out to the MIDI input port on ZGameEditor Visualizer.
- Notes & control data on the MIDI Out Channel will now be available to control parameters in ZGameEditor Visualizer.
Adding objects with the ZGameEditor
Place *.zgeproj objects in ..:\Program Files (x86)\Image-Line\FL Studio\Plugins\Fruity\Effects\ZgeViz\FgAndBg. To make the objects
you will need to download and install the ZGameEditor here.
Watch the video tutorials below to learn how to use the ZGameEditor:
Plugin Credits: Ville Krumlinde (ZGameEditor Visualizer), Tsviatko Jongov (Video encoder), JPH Wacheski (scripts) Steven Magyar (development testing).