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Letzte Beiträge - Seite 1747

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EverthangForever
Mitglied seit in Oct 2009
4469 Beiträge

Share your FullScreen - Member Created Scenes here

Alles über iStripper
20. August 2015, 2695 antworten
I decided to tweek the BoyC TheCave fragment shader as much as my Nvidia card would allow without croaking. So here is the result thus far. As per usual, I've tried to describe whats happened in the code comments as much as possible.
The biggest (most demanding I guess) changes here are I've added more rendering cycles at line 172, increased iterations to 128 and increases to fade and z scale depth, repathing at line 189 and I've cut out the original shadows code entirely because imho it wasn't very aesthetic anyhow.

The modified shader still has a long way to go lighting-wise however the journey route is now varied from the one above (path no longer follows that little guiding light even though light is still travelling about). If you have a Graphics card equal to or higher than my NVidia GTX 660ti these scenes should run ok, otherwise you may find they will stall a lot or may not even run at all. I hope they do.Goodluck & happy experimenting.! Zip = 3.31 MB (2 new scenes are named 'uber tweek';-)

scenes.virtuastripper.net/ELECTRICAveNewTunnelMods03.zip

Edit: 21 Aug updated to include @HSS adjusted model reflection to make masking redundant
(see discussion http://www.virtuagirl.com/forumPost.php?foId=3&ftId=27449&gotolastpage=1#post478431) Thanks @Hombre, also resized Surface_Texture sampler2D to 1920 x 1200 to better suit @Lunarpup's art. Zip = 3.31 MB

scenes.virtuastripper.net/ELECTRICAveNewTunnelMods03a.zip

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Discussions http://www.virtuagirl.com/forumPost.php?foId=3&ftId=27449&gotolastpage=1#post478528 (Fullscreen current tech issues etc.)
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EverthangForever
Mitglied seit in Oct 2009
4469 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
20. August 2015, 5053 antworten
sitting pic shows what happens when you stroke out the "//track back to get better resolution" part in the shader code.. not recommended, but tweek..you can **

@Number6 thanks for the support re reflections. However drat!~!..that Cave shader I was dearly hoping, would cut down on the GPU load because it has so much shadow..
Not to worry..our short-winged friend no doubt can/will throw some more light on this ..said he might be away for couple of weeks during last visit, and I'll be gone next week so won't know if there is a solution... I know the Cave does two passes (on the same thread?) ~one to render (above pic), and another pass to fill each alternate 'slice' of the scene where there is no produced graphic and its this progression within the main (void) and how it's handled which could be the problem. but TheCave they say on the shadertoy website is based on old-school programming & like you, I'm tweaking around the edges just to see what it does, more than acheiving any further outcomes atm. Awaiting more ideas ;-)

**Edit: Well there are outcomes a plenty once you stroke-out the const float ShadowIT=15.0 line and the rest of..//shadow calc below
//for (float x=1.0; x<ShadowIT; x++)
// if (Dist2D(Pos+ld*(x/ShadowIT))<threshold)
// {
// lv=0.0;
// break;
// }

I'm really happy with outcome now Unfortunately the rest I've done since, probably demands uber GPU
float fade=32.0; // increased to 32.0 from 0.0 this makes everythng smoother ~ET
const float numit=128.0; //raymarch precision. better detail throughout.~ET
const float threshold=1.20; //defines the thickness of tunnels
const float scale=2.0; //
The ***** blobby shadows are gone & the route lights up everywhere.
New paths by uncommenting & tweeking the below ~ETc
lp=Position3D(time+0.2,lighta,lightb,lightc,lightd);
the more one tweeks, the better is possible, depends on GPU ofc.

First RULE of Tweeking:..... Copy & Rename the shader
Second RULE of Tweeking..... Copy and Rename the Scene file
Third RULE ....THEN.. Tweek away on these new copies ONLY


EverthangForever
Mitglied seit in Oct 2009
4469 Beiträge

Share your FullScreen - Member Created Scenes here

Alles über iStripper
19. August 2015, 2695 antworten
@Number6 its your best set..love all of it 😄 your RoadtoHell mod inspired more
the following is not for faint-hearted GPUs, its experimental..
Ever since experiencing Ryan Geiss' Monkey in 2002 I've yearned for the day that journey could be rendered indefinitely. Well in a way, dreams can come true it seems ;-)
After much huffing & puffing with the code syntax I was able to hack BoyC's shadertoy version of 'The Cave -MsX3RH' to be VGHD compatible. It still has to be refined further ~ like I tried to mask with a quadlet for the model reflection leg overhangs but can't quite get a shadered mask to disappear in the main shader's render. The Cave shader itself makes shadows which are too dark , and it backtracks 2nd renders under a threshold imperfectly so they are slightly out of alignment in the detail but this mod compiles ok now & plays without error or warnings ready for rebaking..thank heavens for that..I much like this grand Speleological journey !! Please upload or link to any improvements you can find, & I'll be forever grateful. Thanks a lot. Zipsize = 6.97 MB (note edit below)

I've slowed it right down to suit my music. If you want to speed it up or adjust it..there are comments a plenty in the code to play on with. Good luck ;-)

edit:20Aug ..whoops~ forgot to include stage ops01.png in zip. Now fixed :-) srry about that.

scenes.virtuastripper.net/ELECTRICAveNewTunnelMods02.zip


Taion
Mitglied seit in Apr 2011
105 Beiträge

Résolution pour vos modèles ? (Your models resolution ?)

Alles über iStripper
17. August 2015, 17 antworten
Personnellement, je préfère le 3k. Bien que je n'ai pas d'écran en 3k, ces cartes offres une qualité bien plus supérieur que le 1080p et je ne parle pas du 720p qui est en qualité désastreuse. De plus grace à la 3k, je n'ai pas besoin de zommer comme un dingue pour que les filles occupent tout 'écran lorsqu'elles sont debout. J'utilise mon écran au bout de mon lit donc plus elles occupent l'écran mieux c'est.

Concernant la 3k avec VG, à voir certe la taille d'une carte est importante mais sachant que les fps sont réduite à en juger sur le rendu de lecture, surtout facile à voir lorsque les filles bougent rapidement.

Pourquoi dis-je une telle chose ?
A savoir que le standard vidéo en HD (720/1080p) est aux alentours de 24 fps (entre 23 et 25 fps), et ceci n'est pas une limite technique d'écran puisque nos écrans en 1080p peuvent supporter entre 30 et 40 fps voir plus pour les derniers modèle haut de gamme.
Concernant l'UHD (3k/4k/8k), ce standrad est en rendu 60 fps. Hormis le bitrate vidéo qui change beaucoup la qualité ce qui a pour effet de flouter ou de pixéliser l'image sur la réduction du bitrate. Le fps, trop bas, a un effet de saccade et malheureusement certaines personnes vois cette saccades et j'en fais partie. Et j'ai quelques vidéos en 60 fps pour faire cette comparaison visuelle.
Pour ce qui est du rendu bitrate vidéo, celui pour le 1080p est en moyenne aux alentours de 12-13 Mbps et pour le 720p de 5-6Mbps.

Donc je suis certains que la qualité vidéo ne respect pas se standard. Mais il met difficile de pouvoir donner une vague idée vis à vis de la taille par rapport à la résolution car se sont des vidéos bien spécial.

Bien dommage de ne pas avoir les données techniques des vidéos pour les connaisseurs.


En vue de toutes ces informations merci de ne pas vous acharnez contre Totem sur la taille des cartes car elles sont bien en dessous de leurs tailles véritables, probablement qu'elle soient 2 fois moins importantes qu'initialement.



Cordialement
Taion, emmerdeur de première sur la qulité vidéo....