From using TextureFX nodes to writing your own shaders.
2 Sessions at 3 hours, live in English language
Recordings will become available the day after the live lesson.
TextureFX is vvvv gamma’s system for GPU and shader-based texture operations, organized into four node types — Sources, Filters, Mixers, and Utils — written in SDSL. It turns shader work into a playful process of experimentation.
This workshop takes you from using TextureFX to writing it, treating each node as a distinct tool chosen to create a specific effect — not a pile of nodes thrown together to see what comes out. You begin by working entirely within the existing library and, by using several advanced two-dimensional shading techniques, build a small generative 3D scene from the ground up: a reactive water surface, displaced terrain, and a full color grade, until you have a working scene built from nothing but TextureFX nodes. From there, you move beyond it and author your own TextureFX, applying what you build to compositing and touch-driven interaction, and closing with a fully interactive composition.
By the end, you are able to bring TextureFX into your own projects as a flexible tool, adaptable to compositing, interaction, or generative work.
What you will learn
- Build feedback-driven effects using the existing TextureFX library
- Use textures to displace 3D geometry into landscape form
- Navigate vvvv’s dedicated color grading node set
- Write your own TextureFX from scratch in SDSL
- Use generated textures to control placement and scale of objects
- Composite scenes with graphic elements using custom TextureFX
- Drive custom TextureFX with touch for real-time interaction
Requirements
- Windows computer with latest vvvv gamma installed
- 3 button mouse recommended
- Second monitor recommended
- Comfortable patching in VL.Stride at an intermediate level
- The VL.Stride and VL.Addons packages installed
- Touch-capable device (optional, for the touch-driven interaction topic)
Course Outline
Session 1 – 27.10.2026
Working entirely within the existing TextureFX library, you build feedback into a reactive water surface, displace terrain into landscape form, and apply the dedicated color grading node set to the finished scene.
Session 2 – 03.11.2026
Using generated textures to control the placement and scale of objects, you composite scenes with graphic elements and drive custom TextureFX through touch, building toward a fully interactive composition.