first i think there are some things like coding objectoriented structures that are not possible with vvvv, as far as i know.
at least to me it’s a lot easier to make lots of objects with complex interactions and subclasses etc, than messing with tons of subpatches.
processing can do some things that are essential for printdesign you cannot do with vvvv.
for example if you have a generated mesh that you want to output as good as possible. you can export it with the gridwriter from ampop, or export the meshdata.
with processing you can also export the meshdata and the hires-images. but you can also export it to pdf as clean vectordata.
another big issue is the use of fonts. if you’re into typography then vvvv is a bad choice i think. elektromeier patched some great stuff recently, but processing is still better for handling fonts.
at first sight processing seems to be slow. but if you use opengl and hardware accleration you can run stuff that is pretty impressive.
applications. i can export a processing scetch as a standalone-application for pc and mac, that can generate stuff and export is as hires-image, vectors, movie and even as 3d-model. so i can send my work to some other designers who can then use it for print, motiongraphics and livevisuals.
i recently did a collaboration with a norwegian designstudio doing a festival. i sent them my scetch as an application. they are designers who cannot code. the were able to run it, and get everything the wanted from that application. it rendered images huge enough for printing big posters, it rendered movies that are used for a tv-spot, and the scetch runs in realtime at the festival on a huge screen. i think vvvv can’t do that.
so lots of things are better in p5 and other are better in vvvv, already discussed issues like 3d, video, dataflow etc…
but for printdesign processing is the way to go.
and knowing that i’m using an opensource crossplatform tool is a good thing to me. :)
i use both tools and it’s definitely worth learning p5 and vvvv.