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Last posts - Page 1747

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EverthangForever
Joined in Oct 2009
4469 post(s)

Share your FullScreen - Member Created Scenes here

Everything about iStripper
August 20, 2015, 2695 answers
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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EverthangForever
Joined in Oct 2009
4469 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
August 20, 2015, 5053 answers
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
Joined in Oct 2009
4469 post(s)

Share your FullScreen - Member Created Scenes here

Everything about iStripper
August 19, 2015, 2695 answers
@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