Not sure if you know this or not, but for a quicker workflow you can drag and drop parameters directly from the Parameters dialog into the Customize Component window.
Yup, it's covered in our Widgets 101 course on the HQ PRO :) But one of my goals when talking about a topic is to try not to collude it too much with techniques that aren't related to the topic (within reason). That way when newer folks are watching a video like this about Engine COMP or similar, they won't all of a sudden have to stop the video and say "wait...what just happened?!" to something unrelated to the topic I'm trying to focus on. Always happy to hear more tricks though, please keep 'em coming!
@@TheInteractiveImmersiveHQ any advantage to the parameter chop versus dragging directly to customize component window? I have dragged parameters to the custom componnet window and then when I midi map it I lose mapping for some reason.
What are the implications for GUI workflow, if we can't get panels out of the Engine? Do we put the GUI in the main project, and the heavy cooking then goes in the Engine Comp? Or is this something better handled by waiting for support for different op types?
I mentioned GUI workflows although I didn't elaborate more on them :) Previously when you offloaded GUI's you would usually have the GUI in another app or on another machine, and then you'd send data back from it. If you needed to include it in the window setup you have on the main machine, you'd often use something like the Remote Panel tools in the Palette, which allow you to do an interesting workflow where the UI is rendered somewhere else, the texture is sent back to the main app, then from the main app you skin a container with the texture and collect the panel click states, then you send that panel click data back to the system/app running the UI and use Python to re-simulate the clicks on that. It creates this interesting loop signal path that essentially offloads your main system from the UI rendering but still allows your main system to catch the UI input. With Engine COMP you could re-build this pretty quickly by sending panel values in via a CHOP to the Engine COMP, and get the rendered UI back out from it to display. Hopefully that makes sense and sorry for the length of comment!
I'm creating a photo/video booth app that uploads content to a web server and I'm trying to offload the upload process to separate threads using engine comps. Right now I'm struggling though. I'm trying to troubleshoot what's missing because the script works just fine in the container but the second I try it in the engine comp instead, nothing happens even though I can see that the triggers are working. I have references to other operators in my project and to files in the repository using pathlib. Are engine comps able to see other operators in your project? Or will I need to find some other way of accessing variables from within them? It's crucial that the URL on my QR code matches the filename that's generated from a timestamp function in my main project. I have the filename printing to text DAT so that I can easily access it in other areas of the project.
IIRC the Engine COMP TOX can't access operators "outside" of its internal network. Usually, sending data like this into the Engine COMP would be accomplished via either a adding custom parameter to the .TOX or by adding a In DAT to the network inside the .TOX (which then could be used to route the data elsewhere).
It is integrated behind the scenes I believe (it mentions GPU affinity in the documentation) so it will probably be exposed as a parameter soon or at least the workflow will become more obvious.
Not sure if you know this or not, but for a quicker workflow you can drag and drop parameters directly from the Parameters dialog into the Customize Component window.
Yup, it's covered in our Widgets 101 course on the HQ PRO :) But one of my goals when talking about a topic is to try not to collude it too much with techniques that aren't related to the topic (within reason). That way when newer folks are watching a video like this about Engine COMP or similar, they won't all of a sudden have to stop the video and say "wait...what just happened?!" to something unrelated to the topic I'm trying to focus on. Always happy to hear more tricks though, please keep 'em coming!
@@TheInteractiveImmersiveHQ any advantage to the parameter chop versus dragging directly to customize component window? I have dragged parameters to the custom componnet window and then when I midi map it I lose mapping for some reason.
What are the implications for GUI workflow, if we can't get panels out of the Engine? Do we put the GUI in the main project, and the heavy cooking then goes in the Engine Comp? Or is this something better handled by waiting for support for different op types?
I mentioned GUI workflows although I didn't elaborate more on them :) Previously when you offloaded GUI's you would usually have the GUI in another app or on another machine, and then you'd send data back from it. If you needed to include it in the window setup you have on the main machine, you'd often use something like the Remote Panel tools in the Palette, which allow you to do an interesting workflow where the UI is rendered somewhere else, the texture is sent back to the main app, then from the main app you skin a container with the texture and collect the panel click states, then you send that panel click data back to the system/app running the UI and use Python to re-simulate the clicks on that. It creates this interesting loop signal path that essentially offloads your main system from the UI rendering but still allows your main system to catch the UI input. With Engine COMP you could re-build this pretty quickly by sending panel values in via a CHOP to the Engine COMP, and get the rendered UI back out from it to display. Hopefully that makes sense and sorry for the length of comment!
@@TheInteractiveImmersiveHQ super helpful comment, cheers
I'm creating a photo/video booth app that uploads content to a web server and I'm trying to offload the upload process to separate threads using engine comps. Right now I'm struggling though. I'm trying to troubleshoot what's missing because the script works just fine in the container but the second I try it in the engine comp instead, nothing happens even though I can see that the triggers are working. I have references to other operators in my project and to files in the repository using pathlib. Are engine comps able to see other operators in your project? Or will I need to find some other way of accessing variables from within them? It's crucial that the URL on my QR code matches the filename that's generated from a timestamp function in my main project. I have the filename printing to text DAT so that I can easily access it in other areas of the project.
IIRC the Engine COMP TOX can't access operators "outside" of its internal network. Usually, sending data like this into the Engine COMP would be accomplished via either a adding custom parameter to the .TOX or by adding a In DAT to the network inside the .TOX (which then could be used to route the data elsewhere).
@@TheInteractiveImmersiveHQ I ended up using custom parameters and it worked beautifully!
GPU assignment would be amazing as that is my main reason for having different apps.
It is integrated behind the scenes I believe (it mentions GPU affinity in the documentation) so it will probably be exposed as a parameter soon or at least the workflow will become more obvious.
game changer! Thankyou
We think so too!
I like the haircut Burz! Lookin smooth!
Learned from the best my friend (you!) :)