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Last posts - Page 1768

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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
May 15, 2015, 5053 answers
@Theemu, if I run another framebuffer layer of the above with alternate depth setting, I'm hoping I can get the front butterflies to also seamlessly fly around the model or sinusoidally (figure 8 ) around 2 models. I've also been playing with temporary opacity 0 as an animation property and sideways (rotate texture2Ds y 90 degrees) in animation lines to attempt to give periods of 'rest' to the relentless continuity of movement. @Emu's fog is interesting too. Someone surely must play more with that soon. I will struggle on. :-)

Incidentally, if peeps are getting screen freezes during fullscreen, hitting S key does work..you just have to be patient and wait a while for it to go on. go make a coffee or something ;-)

@Number6 ..'if the backgrounds ar becoming more important than the girls, I think we are on to a loser. '.
My approach all along with this has been as follows:
  • Follow Totem's lead in putting randoms together to provide 'infinite variety'. This means many random girls with many random contexts. The contexts are the scenes.
  • Use any means to give an illusion of 3D to the models
  • Use animation to focus attention on the model. In this way the tunnel scenes draw the eye to the model using perspective changes.
I think its wonderful the outcome, thanks to people like yourself and others.
@Theemu, Just posted the Uber http://www.virtuagirl.com/forumPost.php?foId=3&ftId=29408&gotolastpage=1#post472017Shader of tunnels. I may be away for some time ❤️😎😄
TheEmu
Joined in Jul 2012
7424 post(s)

Share your FullScreen - Member Created Scenes here

Everything about iStripper
May 15, 2015, 2695 answers
A couple of days later than expected I have finnished and uploaded my first "tunnel" shader and a series of experimental scenes that test its various aspects. There are a lot of test scenes - because there are a lot of possible variations.

As always you can get it via the downloads page at http://www.theemusnest.eu or by using the direct link

http://www.theemusnest.eu/scenes/Zips/Experiments/Tunnels.zip

It is capable of generating tunnel walls from any image, optionaly flipping it to partialy eliminate discontinuities between wall tiles. The tunnel shape, position and orientation is configurable. The tunnel wall tiling may be simple or twisted. A few other things are also configurable. All configuration is via "uniform" declarations in the scene file.

Everything is described in detail in comments in the shader.

One thing I have noticed is that when browsing the test scenes it is advisable to allow a gap of a few seconds between mouse clicks. Click on the scene name, let the preview play for a few seconds and only then click of another scene name or on the "Launch the full screen" button. I have always had problems when flipping between scenes (clips getting displayed as white boxes etc.), but it is particularly bad with this series. I think the cause of the problem is the length of time taken to set up the scene, this shader is not particularly heavy but does have a lot of comments so it may simply be the time needed to read through it. You could try deleting all the comments if you have a problem.

EverthangForever
Joined in Oct 2009
4469 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
May 14, 2015, 5053 answers
Yes they are the ones. They work well as doubles and 4's, and the clarity here is good for the avenew style. I had a play with the uniforms @TheEmu adapted for the butterfly shader which are good with things like this.
Put an extra transparent quad in framebuffer for a front swarm around the model
texture {
id: Myquad
source: Textures/Surfaces - 512x512/Myquad.png

in the SCN...

framebuffer {
id: butterfliesfront
source: Myquad
uniform: depth, int, 2250 // Generate both halves of the swarm
uniform: cosThetaZFactor, float, 0.20 // Allow a large variation in size
uniform: zScaleFrequency, float, 0 // Enable bulk motion of swarm
//shader: Shaders/ET'sFrontbutterflies.fsh
shader: Shaders/ET'sFrontbutterflies.fsh
}

zScaleFrequency of zero stops the blob forming
cosThetaZfactor low keeps the size moderate

in the Shader...
reduced the number of bflys to 8 by #define SWARM_SIZE 8

//swapped colors around from original for front butterflies

//const vec3 butterfly_a_colour_1 = vec3(1.0,1.0,1.0);
const vec3 butterfly_a_colour_1 = vec3(0.90,0.10,0.10);
const vec3 butterfly_a_colour_2 = vec3(0.1,0.1,1.0);

//const vec3 butterfly_b_colour_1 = vec3(0.90,0.10,0.10);
const vec3 butterfly_b_colour_1 = vec3(1.0,1.0,1.0);
const vec3 butterfly_b_colour_2 = vec3(0.15,0.15,0.77);

//const vec3 butterfly_c_colour = vec3(1.0,1.0,0.0);
const vec3 butterfly_c_colour = vec3(0.6,0.6,1.0);
//const vec3 butterfly_d_colour = vec3(0.6,0.6,1.0);
const vec3 butterfly_d_colour = vec3(1.0,1.0,0.0);

I'll put it an update http://www.virtuagirl.com/forumPost.php?foId=3&ftId=29408&gotolastpage=1#post472017, as thanks to @TheEmu for his efforts.



EverthangForever
Joined in Oct 2009
4469 post(s)
Number6
Joined in Oct 2010
3611 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
May 12, 2015, 5053 answers
@EverthangForever

I was wrong in my above post. :-(

I've downloaded your ElectricAveNew zip and I've been playing with the walkinginspacearot02.png file. Although the file size probably doesn't help, it now appears to be the file pixel dimensions that is the real problem.

I am not sure why. I have used files with much bigger pixel dimensions in other scenes and they haven't been a problem. I can only assume that it is something within the shader itself and the way it renders the deformation of the texture, that is causing a problem with my graphics card for larger images.

I discovered this when I saved the above file as a JPG with same pixel dimensions, instead of PNG*

This kept the same file pixel dimensions but reduced the file size to around 5MB instead of 23MB. The result was that it still stuttered. Having played with different size reductions I have found a 25% reduction in size is about the maximum my graphics card can work with.

Again I have attached a couple of screencaps to show that there does not appear to be a very noticable drop in quality. The first is the original PNG file and the second my reduced size JPG.

Now that I know exactly what the problem is, I can easily re-edit the images so that they work without stuttering. Also I don't need to use the 50% reduction I was using yesterday.
  • I know JPG is a lossy format but if there is no transparency in the image, a first generation JPG (from a lossless source such as PNG) on the lowest compression setting does not usually produce that much of a loss in quality. It generally tends to be when you start with a JPG and save a number of times that the lossy bit start to become very apparent. Also my graphics programme has a lossless encoding option for JPG (how that works, I have no idea).
EverthangForever
Joined in Oct 2009
4469 post(s)