GL Transitions gallery (sharing place, share the code here)

Comments

3POINT wrote on 3/17/2022, 2:23 AM

@ Steve_Rhoden and @ Fayfan Vitascene 4 Pro = 699$ a lot of money only for some transitions. (I got hundreds of seamless transitions for free with my PD365 subscription and almost monthly new transitions are added).

Selina wrote on 3/17/2022, 10:34 AM

I would have love to had a play with this - but the transitions just crash my copy of Vegas and the transitions themselves leave a very small band across the top of unaffected video. So I'm going to leave well alone for the moment.

Here, though are easy "Stinger" transitions I created ...

The long version with textured panels ...

And a quick one with a video applied ...

Last changed by Selina on 3/17/2022, 6:23 PM, changed a total of 1 times.

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boundless-beta wrote on 3/17/2022, 11:42 AM

Something I'm noticing is that the red and blue channels were swapped on my end, so I swapped them back in the original code. I found out that this switch was a side-effect of having GPU acceleration disabled, so I will undo this change.

I would have love to had a play with this - but the transitions just crash my copy of Vegas and the transitions themselves leave a very small band across the top of unaffected video.

Also, the crashing and small band you mentioned may also be a side effect of disabling acceleration. The transitions seem more stable and the band went away for me when I switched to my GPU.

 

Selina wrote on 3/17/2022, 11:50 AM

Yes I have all GPU stuff off as Vegas doesn't like my 'old' card 😢

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set wrote on 3/18/2022, 4:04 PM

The explanation regarding to this GL transition preset saving (especially on example 3) has been updated:

https://www.vegascreativesoftware.info/us/forum/vp19b458-gl-transitions-feature--133471/#ca840022

 

For @boundless-beta's code, it seems there's an error:

The function "layers" had vec3 as parameters but vec4 was given, so, here's the updated code, ready to be pasted to XML file:

<?xml version="1.0" encoding="UTF-8"?>
<OfxPreset plugin="de.magix:glTransition" context="Transition" name="Stripe Wipe">
    <OfxPlugin>de.magix:glTransition</OfxPlugin>
    <OfxPluginVersion>1 0</OfxPluginVersion>
    <OfxParamTypeInteger name="IsPreset">
      <OfxParamValue>58</OfxParamValue>
    </OfxParamTypeInteger>
    <OfxParamTypeInteger name="kParamInt0">
      <OfxParamValue>3</OfxParamValue>
    </OfxParamTypeInteger>    
    <OfxParamTypeDouble name="kParamFloat0">
      <OfxParamValue>0.5</OfxParamValue>
    </OfxParamTypeDouble>    
    <OfxParamTypeRGBA name="kParamVec40">
      <OfxParamValue>0.2 0.1 0.8 1</OfxParamValue>
    </OfxParamTypeRGBA>    
    <OfxParamTypeRGBA name="kParamVec41">
      <OfxParamValue>0.4 0.8 1 1</OfxParamValue>
    </OfxParamTypeRGBA>    
    <OfxParamTypeDouble name="kParamFloat1">
      <OfxParamValue>0.7</OfxParamValue>
    </OfxParamTypeDouble>    
    <OfxParamTypeDouble name="kParamFloat2">
      <OfxParamValue>0</OfxParamValue>
    </OfxParamTypeDouble>    
    <OfxParamTypeDouble name="kParamFloat3">
      <OfxParamValue>0</OfxParamValue>
    </OfxParamTypeDouble>    
    <OfxParamTypeString name="kParamInt0Name">
      <OfxParamValue>Layer Count</OfxParamValue>
    </OfxParamTypeString>    
     <OfxParamTypeString name="kParamFloat0Name">
      <OfxParamValue>Layer Spread</OfxParamValue>
    </OfxParamTypeString>    
     <OfxParamTypeString name="kParamVec40Name">
      <OfxParamValue>First Color</OfxParamValue>
    </OfxParamTypeString>    
     <OfxParamTypeString name="kParamVec41Name">
      <OfxParamValue>Last Color</OfxParamValue>
    </OfxParamTypeString>    
     <OfxParamTypeString name="kParamFloat1Name">
      <OfxParamValue>Shadow Intensity</OfxParamValue>
    </OfxParamTypeString>    
     <OfxParamTypeString name="kParamFloat2Name">
      <OfxParamValue>Shadow Spread</OfxParamValue>
    </OfxParamTypeString>    
     <OfxParamTypeString name="kParamFloat3Name">
      <OfxParamValue>Angle</OfxParamValue>
    </OfxParamTypeString>    
    <OfxParamTypeString name="GLSLString">
      <OfxParamValue>
// Name: Stripe Wipe
// Author: Boundless
// License: MIT
#define PI 3.14159265
uniform int kParamInt0; //= 3 [1, 20]
uniform float kParamFloat0; //= 0.5 [0, 1]
uniform vec4 kParamVec40; //= vec4(0.2,0.1,0.8,1.0)
uniform vec4 kParamVec41; //= vec4(0.4,0.8,1.0,1.0)
uniform float kParamFloat1; //= 0.7 [0, 5]
uniform float kParamFloat2; //= 0. [-10, 10]
uniform float kParamFloat3; //= 0. [-180,180]
float rad = kParamFloat3 * PI / 180.;
vec2 rot (vec2 uv) {
  vec2 uv0 = uv;
  uv = vec2(uv.x*ratio,uv.y);
  uv.x -= (ratio-1.)/2.;
  float offset = abs(sin(rad))+abs(cos(rad)*ratio);
  uv -= 0.5;
  uv /= offset;
  uv = uv * mat2(cos(rad),-sin(rad),sin(rad),cos(rad));
  uv += 0.5;
  return uv;
}
vec4 wipe (vec2 uv) {
  float px = pow(-rot(uv).x+1.0,1./3.);
  float colorMix = ((px+((1.+kParamFloat0)*progress-1.))*float(kParamInt0)/kParamFloat0)/(float(kParamInt0)-1.);
  return mix(
    getFromColor(uv),
    getToColor(uv),
    progress &gt; colorMix ? 0.0 : 1.0);
}
vec4 layers (vec4 colorIn, vec4 colorOut, vec2 uv) {
  float px = pow(-rot(uv).x+1.0,1./3.);
  float colorMix;
  vec4 colorComp;
  if (kParamInt0 == 1) {
    colorMix = floor((px+((1.+kParamFloat0)*progress-1.))/kParamFloat0)*2.;
  } else {
    colorMix = floor((px+((1.+kParamFloat0)*progress-1.))*float(kParamInt0)/kParamFloat0)/(float(kParamInt0)-1.);
  }
  float colorShade = fract((px+((1.+kParamFloat0)*progress-1.))*float(kParamInt0)/kParamFloat0);
  colorShade = colorShade*kParamFloat1+kParamFloat2;
  colorShade = clamp(colorShade,0.,1.)*-1.+1.;
  colorShade = colorMix &gt; 1. || colorMix &lt; -2./float(kParamInt0) ? 1.0 : (colorMix == 1.0 || kParamInt0 == 1 ? 1.0 : colorShade);
  vec4 shadeComp = clamp(vec4(colorShade,colorShade*1.05,colorShade*1.3,1.0),0.0,1.0);
  shadeComp = sin(shadeComp*PI/2.);
  if(colorMix &gt; 1.) {
    colorComp = wipe(uv);
  } else if (colorMix &lt; 0.) {
    colorComp = wipe(uv);
    colorComp *= mix(vec4(1.0),shadeComp,clamp(progress*10.,0.,1.));
  } else {
    colorComp = vec4(mix(
      colorIn,
      colorOut,
      colorMix))*shadeComp;
  }
  return colorComp;
}
vec4 transition (vec2 uv) {
  return layers(kParamVec40, kParamVec41, uv);
}
      </OfxParamValue>
    </OfxParamTypeString>    
</OfxPreset>

 

Last changed by set on 3/18/2022, 4:16 PM, changed a total of 1 times.

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VEGASPascal wrote on 3/18/2022, 5:01 PM

can someone recreate this transition with the GL? I requested on the Github community but no luck.

It looks like a GL Transition "Cross Zoom". If you minimize the length of the desolve it would look similar.

https://gl-transitions.com/editor/CrossZoom?strength=0.4

alifftudm95 wrote on 3/20/2022, 1:35 AM

can someone recreate this transition with the GL? I requested on the Github community but no luck.

It looks like a GL Transition "Cross Zoom". If you minimize the length of the desolve it would look similar.

https://gl-transitions.com/editor/CrossZoom?strength=0.4

Its diff, the zoom transition actually zoom into the clip with motion blur.

The first clip (EVENT A) will zoom + motion blur. (The zooming will have bezier keyframe interpolation)

The 2nd clip (EVENT B) will "Zoom" + motion blur (The zooming is faked with Mirror padding on X & Y, and off course with bezier keyframe interpolation)

Its far from similar. That is why I've requested VEGAS Team to develop (I think in VEGAS Pro request feature post) to create a simple OFX plugin that can do mirror padding. (An exact copy of Sapphire plugin OFX S_blurmocurve https://borisfx.com/support/documentation/sapphire/ofx/blurmocurves/ )

 

"Wrap: X & Y,  Popup menu,  Default: [ No No ].
Determines the method for accessing outside the borders of the source image.

No: gives black beyond the borders.

Tile: repeats a copy of the image.

Reflect: repeats a mirrored copy. Edges are often less visible with this method."

 

That OFX can be seen in Premiere, FCPX, Resolve as a stock plugin, for VEGAS, user need to spend 200USD++ for a plugin bundle just to get that same mirror padding OFX.

 

Only with this 1 OFX, unlock more custom transitions, cuz all of these fancy transitions are revolved around mirror padding in X & Y value. And the rest is pure creative process (mix & match) with other OFX like Wave, terbulance etc etc.

Last changed by alifftudm95 on 3/20/2022, 1:37 AM, changed a total of 2 times.

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lan-mLMC wrote on 3/25/2022, 12:34 PM

can someone recreate this transition with the GL? I requested on the Github community but no luck.


@alifftudm95 I modified the GL Transition code to do the simple smooth Zoom In transition you saw in your video.

// Author: Zeh Fernando
// License: MIT
// Modified by: lan-LMC

// Definitions --------
#define DEG2RAD 0.03926990816987241548078304229099 // 1/180*PI


// Transition parameters --------

// In degrees
//uniform float rotation; // = 0

// Multiplier
//uniform float scale; // = 3

float rotation = 0;

float scale = 3;


// The code proper --------

vec4 transition(vec2 uv) {
  // Massage parameters
  float phase = progress < 0.5 ? pow( progress , 3.0) * progress * progress * 20.0 :  pow((progress - 0.5) , 1.0/8.0) * 20.0;
  float angleOffset = progress < 0.5 ? mix(0.0, rotation * DEG2RAD, phase) : mix(-rotation * DEG2RAD, 0.0, phase);
  float newScale = progress < 0.5 ? mix(1.0, scale, phase) : mix( 0.1, scale/20.13, phase);
  
  vec2 center = vec2(0, 0);

  // Calculate the source point
  vec2 assumedCenter = vec2(0.5, 0.5);
  vec2 p = (uv.xy - vec2(0.5, 0.5)) / newScale * vec2(ratio, 1.0);

  // This can probably be optimized (with distance())
  float angle = atan(p.y, p.x) + angleOffset;
  float dist = distance(center, p);
  p.x = cos(angle) * dist / ratio + 0.5;
  p.y = sin(angle) * dist + 0.5;
  vec4 c = progress < 0.5 ? getFromColor(p) : getToColor(p);

  // Finally, apply the color
  return c + (progress < 0.5 ? mix(0.0, 0.0, phase) : mix(0.0, 0.0, phase));
}
 

boundless-beta wrote on 8/17/2022, 2:46 AM

Here's another transition: Exponential Swish

Basic scaling/panning/spinning transition with optional motion blur and wrapping

Some parameters like the Wrap parameter are formatted a bit strangely due to the limited, hard-coded GL Transition "kParam" names and lack of drop-down functionality.

The exponent slider controls how rapid the swish is, 1 being linear. Motion blur is split into two sliders: Blur Amount and Frame Count. Frame Count acts as a transition duration property to create a more accurate blur since GL Transition has no access to such properties. For the Wrap parameter, None, Tile, and Reflect are 0, 1, and 2 respectively and can be set for each axis. The other parameters are self-explanatory.

Time for the code wall: save as an XML file as described here.

UPDATE: fixed output handling after glitches arose on certain AMD devices

<?xml version="1.0" encoding="UTF-8"?>
<OfxPreset plugin="de.magix:glTransition" context="Transition" name="Exponential Swish">
    <OfxPlugin>de.magix:glTransition</OfxPlugin>
    <OfxPluginVersion>1 0</OfxPluginVersion>
    <OfxParamTypeInteger name="IsPreset">
      <OfxParamValue>59</OfxParamValue>
    </OfxParamTypeInteger>
    <OfxParamTypeDouble name="kParamFloat0">
      <OfxParamValue>0.8</OfxParamValue>
    </OfxParamTypeDouble>
    <OfxParamTypeDouble name="kParamFloat1">
      <OfxParamValue>0.0</OfxParamValue>
    </OfxParamTypeDouble>
    <OfxParamTypeDouble2D name="kParamVec20">
      <OfxParamValue>0 0</OfxParamValue>
    </OfxParamTypeDouble2D>
    <OfxParamTypeInteger name="kParamInt0">
      <OfxParamValue>4</OfxParamValue>
    </OfxParamTypeInteger>
    <OfxParamTypeInteger2D name="kParamIVec20">
      <OfxParamValue>2 2</OfxParamValue>
    </OfxParamTypeInteger2D>
    <OfxParamTypeDouble name="kParamFloat2">
      <OfxParamValue>0.5</OfxParamValue>
    </OfxParamTypeDouble>
    <OfxParamTypeDouble name="kParamFloat3">
      <OfxParamValue>30</OfxParamValue>
    </OfxParamTypeDouble>
     <OfxParamTypeString name="kParamFloat0Name">
      <OfxParamValue>Zoom</OfxParamValue>
    </OfxParamTypeString>    
     <OfxParamTypeString name="kParamFloat1Name">
      <OfxParamValue>Angle</OfxParamValue>
    </OfxParamTypeString>
    <OfxParamTypeString name="kParamVec20Name">
      <OfxParamValue>Offset</OfxParamValue>
    </OfxParamTypeString>
     <OfxParamTypeString name="kParamInt0Name">
      <OfxParamValue>Exponent</OfxParamValue>
    </OfxParamTypeString>
    <OfxParamTypeString name="kParamIVec20Name">
      <OfxParamValue>Wrap</OfxParamValue>
    </OfxParamTypeString>
    <OfxParamTypeString name="kParamFloat2Name">
      <OfxParamValue>Motion Blur Amount</OfxParamValue>
    </OfxParamTypeString>
    <OfxParamTypeString name="kParamFloat3Name">
      <OfxParamValue>Frame Count</OfxParamValue>
    </OfxParamTypeString>
    <OfxParamTypeString name="GLSLString">
      <OfxParamValue>
// Name: Exponential Swish
// Author: Boundless
// License: MIT

#define PI 3.14159265
uniform float kParamFloat0;// =0.8; [-1, 1]
uniform float kParamFloat1;// =0.0; [-360, 360]
uniform vec2 kParamVec20;// =vec2(0.0,0.0); [-2, -2, 2, 2]
uniform int kParamInt0;// =4; [1, 10]
uniform ivec2 kParamIVec20;// =ivec2(2, 2); [0, 0, 2, 2]
uniform float kParamFloat2;// =0.5; [0, 2]
uniform float kParamFloat3;// =60.0; [1, 240]
float deg = kParamFloat1 / 180. * PI;
vec2 rot (float a, vec2 uv) {
  uv.x *= ratio;
  uv.x -= (ratio-1.)/2.;
  uv -= 0.5;
  uv = uv * mat2(cos(a),-sin(a),sin(a),cos(a));
  uv += 0.5;
  uv.x += (ratio-1.)/2.;
  uv.x /= ratio;
  return uv;
}
vec4 swish (float p, vec2 uv) {
    uv -= 0.5;
    float px0, px1, px2, px3, pa0, pa1;
    pa0 = pow(2.*p,float(kParamInt0));
    pa1 = pow(-2.*p+2.,float(kParamInt0));
    px0 = (-pa0*abs(kParamFloat0))+1.;
    px1 = (-pa1*abs(kParamFloat0))+1.;
    px2 = (-pa0*max(-kParamFloat0,0.))+1.;
    px3 = (-pa1*max(kParamFloat0,0.))+1.;
    vec2 uv0, uv1;
    if (kParamFloat0 &gt; 0.) {
      uv0 = uv * px0;
      uv1 = uv / px1;
    } else if (kParamFloat0 &lt; 0.) {
      uv0 = uv / px0;
      uv1 = uv * px1;
    } else {
      uv0 = uv;
      uv1 = uv;
    }
    uv0 += 0.5;
    uv0 -= (pa0/px2)*kParamVec20;
    uv0 = rot(deg*pa0, uv0);
    uv1 += 0.5;
    uv1 += (pa1/px3)*kParamVec20;
    uv1 = rot(-deg*pa1, uv1);
    if (kParamIVec20.x == 2) {
      uv0.x = acos(cos(PI*uv0.x))/PI;
      uv1.x = acos(cos(PI*uv1.x))/PI;
    } else if (kParamIVec20.x == 1) {
      uv0.x = mod(uv0.x,1.0);
      uv1.x = mod(uv1.x,1.0);
    }
    if (kParamIVec20.y == 2) {
      uv0.y = acos(cos(PI*uv0.y))/PI;
      uv1.y = acos(cos(PI*uv1.y))/PI;
    } else if (kParamIVec20.y == 1) {
      uv0.y = mod(uv0.y,1.0);
      uv1.y = mod(uv1.y,1.0);
    }
    vec4 comp = mix(
    getFromColor(uv0),
    getToColor(uv1),
    p &gt;= 0.5 ? 1.0 : 0.0);
    if (kParamIVec20.x == 0) {
      if (p &lt; 0.5) {
        comp = uv0.x &gt; 1.0 || uv0.x &lt; 0.0 ? vec4(0.0) : comp;
      } else {
        comp = uv1.x &gt; 1.0 || uv1.x &lt; 0.0 ? vec4(0.0) : comp;
      }
    }
    if (kParamIVec20.y == 0) {
      if (p &lt; 0.5) {
        comp = uv0.y &gt; 1.0 || uv0.y &lt; 0.0 ? vec4(0.0) : comp;
      } else {
        comp = uv1.y &gt; 1.0 || uv1.y &lt; 0.0 ? vec4(0.0) : comp;
      }
    }
    return comp;
}
vec4 transition (vec2 uv) {
  if (kParamFloat2 != 0.0) {
    vec4 comp = vec4(0.);
    for (int i = 0; i &lt; 50; i++) {
      float ip = progress + float(i)*kParamFloat2/kParamFloat3/50.;
      if (ip &gt; 1.0) {
        ip = 1.0;
      }
      comp += swish(ip, uv)/50.;
      }
    return comp;
  } else {
    return swish(progress, uv);
  }
}
      </OfxParamValue>
    </OfxParamTypeString>    
</OfxPreset>

Happy swishing!

Last changed by set on 10/22/2023, 8:08 AM, changed a total of 3 times.

Reason: fix the space enter issue that make the transition error

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relaxvideo wrote on 8/17/2022, 5:48 AM

I wonder why default progress is linear for the transitions. For example a simple slide looks ugly, stops hard. As soon as i insert transition progress envelope (but don't touch the line at all), progress will be nice and smooth like it should by default.

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set wrote on 8/17/2022, 6:23 AM

Thank you again @boundless-beta, Nice transition you have made, and a lot of customization can be done!

Just try modify it to make it as like wipe.

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* I don't work for VEGAS Creative Software Team. I'm just Voluntary Moderator in this forum.

3POINT wrote on 8/17/2022, 1:29 PM

 

Just try modify it to make it as like wipe.

Play with the Offset setting

relaxvideo wrote on 8/18/2022, 5:54 AM

Yes, very nice, thank you! Only if i could place it (only this) into favourites or use with a hotkey! I use only 5-8 from all the built in transitions..

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RogerS wrote on 8/20/2022, 4:03 AM

Thanks for the swish! I was wondering if there's a way to get rid of obvious seams- here's an example showing both horizontal and vertical lines at the edge of the original.

Even with added motion blur they're still noticeable.

Here's the original video if you'd like to test with it link

pierre-k wrote on 8/21/2022, 7:16 AM

I wonder how many users will enthusiastically use the new honeycomb effect and other strange color effects and how many users will fall in love with your 3d zoom effects. It's sad when users do more luxurious things for free than the team itself.

Your 3d zoom effects have been missing in Vegas for years. This is exactly the modern style we need. You shouldn't do things like that for free. I really liked Maxon Universe. Some of their transitions are great. If you could write the same for Vegas, you could easily sell them.

I really like these....

Warp, Retrograde, flicker cut, camera shake,

https://www.maxon.net/en/red-giant/universe/tools?categories=606797

 

pierre-k wrote on 8/21/2022, 7:42 AM

I still generally miss the transitions effect similar to the editing on old film cameras.

I will try to explain... Before the cut itself, the movement of the video speeds up for half a second and a light flicker is added. Then, the next shot will slow down from the accelerated state to the original speed. Is that clear enough?

I don't know if it is technically possible within one transition.

Dexcon wrote on 8/21/2022, 7:54 AM

@pierre-k  ... do you have a reference to this transition via something on YouTube?

... similar to the editing on old film cameras.

Which era? 10s, 20s, 30s, 40s, 50s etc.

In Vegas Pro, you could use the velocity envelope on the out and in points of the video events surrounding the transition and then use an appropriate transition - whether it be a Vegas Pro or 3rd party transition - to recreate the effect that you are seeking.

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DMT3 wrote on 8/21/2022, 8:24 AM

I believe pierre-k is referring to when the movie camera (while recording/filming) stops and starts. As the film moving thru the camera comes to a stop, when projected, it gives the appearance of speeding up and then the film in the gate is overexposed. Then as the film is started again, the speed up appearance happens. I my days of editing, if you used this it was called :"flash to flash".

pierre-k wrote on 8/21/2022, 9:04 AM

I believe pierre-k is referring to when the movie camera (while recording/filming) stops and starts. As the film moving thru the camera comes to a stop, when projected, it gives the appearance of speeding up and then the film in the gate is overexposed. Then as the film is started again, the speed up appearance happens. I my days of editing, if you used this it was called :"flash to flash".

Yes exactly. On youtube it's called SpeedRamping.

Watch the beginning....

I know it can be done with Velocity, but if it could be done in GL Transitions, that would be great. In addition, optionally add a flashing light between cuts.

set wrote on 8/22/2022, 2:54 AM

https://www.instagram.com/p/Chjcy1lDd-Y/

Terima kasih @boundless-beta 😊🙏

All transitions only using Exponential Swish template.

Last changed by set on 8/22/2022, 2:59 AM, changed a total of 1 times.

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set wrote on 10/6/2022, 4:08 AM

I really like the Exponential Swish transition... this is extremely useful transition type for me.

However, it also seems that this transition is extremely 'sensitive' to hardware specific or driver.

When I update the AMD Driver (Pro driver) to latest 22.Q3, I got white glitches:

And after I try rollback to 22.Q2 - problem gone.

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System 2-2018:
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Processor: Intel(R) Core(TM) i7 8750H CPU @2.20GHz 2.21 GHz
Video Card 1: Intel(R) UHD Graphics 630 (Driver 31.0.101.2111)
Video Card 2: NVIDIA GeForce GTX 1060 6GB GDDR5 VRAM (Driver Version 537.58)
RAM: 16GB
OS: Win11 Home 64-bit Version 22H2 OS Build 22621.2428
Storage: M.2 NVMe PCIe 256GB SSD & 2.5" 5400rpm 1TB SSHD

 

* I don't work for VEGAS Creative Software Team. I'm just Voluntary Moderator in this forum.

Reyfox wrote on 11/5/2022, 9:56 AM

@set, I am sort of lost here. I copied the Exponential Swish to Word and saved it as .xlm. Correct so far??

Next, I went and looked for the folder to save it in, and I do not have this folder in this location: "C:\User\<username>\Documents\OFX Presets\de.magix_glTransition\Transition\"

I do have 6 folders there, all starting with com.such as com.sonycreativesoftware_levels. Where are the GL Transitions stored? Or do I have to create the missing folder location.

ADDED: Are there any other GL transitions supplied with Vegas that suffer from this?

Last changed by Reyfox on 11/5/2022, 10:34 AM, changed a total of 1 times.

Newbie😁

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set wrote on 11/5/2022, 5:03 PM

Something I need to ask to the insiders... wait.

Setiawan Kartawidjaja
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Video Card1: Intel UHD Graphics 630 (Driver 31.0.101.2127 (Feb 1 2024 Release date))
Video Card2: NVIDIA GeForce RTX 3060 Ti 8GB GDDR6 (Driver Version 551.23 Studio Driver (Jan 24 2024 Release Date))
RAM: 32.0 GB
OS: Windows 10 Pro Version 22H2 OS Build 19045.3693
Drive OS: SSD 240GB
Drive Working: NVMe 1TB
Drive Storage: 4TB+2TB

 

System 2-2018:
ASUS ROG Strix Hero II GL504GM Gaming Laptop
Processor: Intel(R) Core(TM) i7 8750H CPU @2.20GHz 2.21 GHz
Video Card 1: Intel(R) UHD Graphics 630 (Driver 31.0.101.2111)
Video Card 2: NVIDIA GeForce GTX 1060 6GB GDDR5 VRAM (Driver Version 537.58)
RAM: 16GB
OS: Win11 Home 64-bit Version 22H2 OS Build 22621.2428
Storage: M.2 NVMe PCIe 256GB SSD & 2.5" 5400rpm 1TB SSHD

 

* I don't work for VEGAS Creative Software Team. I'm just Voluntary Moderator in this forum.