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Discussions for Scenes for Version 1.2.X Fullscreen Mode here

  Forum / Everything about iStripper

DANO70
Joined in Feb 2008

741 post(s)
January 13, 2018 (edited)
@Nasashie....@Everthang says you need to try another host. I agree. I can't even access your waterfall work.

I got it to work, I wasn't entering the text correctly.
Still try something else if you can.
EverthangForever
Joined in Oct 2009

2453 post(s)
January 13, 2018 (edited)
@DANO, I've written PM to @TheEmu to see if he got the Malwarebytes (site blocked) warning..
DANO70
Joined in Feb 2008

741 post(s)
January 13, 2018
Yeah I use i.e.11 so i didn't see that. But it is a tad ad popup "unfriendly" eitherway and why I don't like it.
Nasashie
Joined in Jan 2018

25 post(s)
January 13, 2018
I Have give a new link with dropbox ! But I assure you that the files are meaningless virus ! See the scan with virus total :

Inside : https://www.virustotal.com/fr/file/dfdf386cc7f2670c4060f981c898885e38c9837a889c3a88ef85da4fed2446af/analysis/1515836768/

Waterfall : https://www.virustotal.com/fr/file/be8d1030db58c13c4131040e76f419e8d878a095bcfec6472c9963dbe67b107a/analysis/1515836973/

My next work will be for a special army and air hostess.

Would anyone have the names of different categories in English to set the deny? Example: what is the name for the air hostess category
TheEmu
Joined in Jul 2012

3309 post(s)
January 13, 2018
@Z22 and others following the 3D scenes discussion.

I have done some updates to my version of the "stack of slices". It now can be configured to use any number of slices between 1 and 64 inclusive simply by changing a single #define statement. With my rather moderate system it quite happily handles 32 slices when outputting to a 1920x1080 display without any noticable slow down due to an efficiency improvement in the shader.

It now also uses a curve for the slice shift calculation as you suggested, this did indeed improve the image quality eliminating fringing and odd artefacts affecting fingers, eyes, nose and teeth.

I have run some tests using 4, 8, 16, 20, 24, 28 and 32 slices. Even using just 4 slices I get quite decent results.

I still have a few ***** things I want to do, but even if I do not finish them I will (probably) make what I have done available via my website at some point in the weekend.



EverthangForever
Joined in Oct 2009

2453 post(s)
January 13, 2018 (edited)
@Nasashie thank you.
http://www.istripper.com/forum/thread/29408/22?post=567651
Everything about iStripper / Share your FullScreen - Member Created Scenes here
Hello everyone, for my third creation I propose: Airport. I created it from Xmas to have the light effect of the sunset that I adapted to the scene. This sene is exclusively for the air hostesses. As...
The share thread dropbox link works fine and there are no problems downloading.
The latest zip contains all five .rar : an airport scene, 2 versions of Inside scenes and 2 versions of waterfall.
The Waterfall scene is particularly a wonderful natural effect.
The shadows on some model legs needs to be inverted :-) Well done all 👍
Nasashie
Joined in Jan 2018

25 post(s)
January 13, 2018
@Nasashie merci.
http://www.istripper.com/forum/thread/29408/22?post=567651Le
Everything about iStripper / Share your FullScreen - Member Created Scenes here
Hello everyone, for my third creation I propose: Airport. I created it from Xmas to have the light effect of the sunset that I adapted to the scene. This sene is exclusively for the air hostesses. As...
lien de partage de lien de fil de travail fonctionne bien et il n'y a aucun problème à télécharger.
Le dernier zip contient tous les cinq .rar: une scène d'aéroport, 2 versions de scènes Inside et 2 versions de cascade.
La scène de cascade est particulièrement un effet naturel merveilleux.
Les ombres sur certaines jambes doivent être inversées :-) Bravo à tous👍

When you talk about shadows you talk about the waterfall scene?
EverthangForever
Joined in Oct 2009

2453 post(s)
January 13, 2018 (edited)
@NS sure, the arrows in pic are where leg shadows are being offset.
Nasashie
Joined in Jan 2018

25 post(s)
January 13, 2018
Holy ***** ! I correct that as soon as possible! For the moment I am on a new stage and then I will go to the correction!
EverthangForever
Joined in Oct 2009

2453 post(s)
January 13, 2018 (edited)
@NS no rush..your ideas are what matter ;-) 👍
//blurred shifted shadow
clipSprite {
pos: 0, -60 //*
rot: 90, 180, 0 //*.....

&..clipsprite below..

clipSprite {
pos: 100, -75, 40
standingHeight: 680
scale: -1, 1, 1 //*
source: Clip
}
........
and clipnamesprite currently off screen...
//clip name
clipNameSprite {
//pos: 750, 500 //*
pos: 600, -75 //*...
_____________________________________________
Edit: Thank you for the new category:
category: Flight attendant
It seems to work...for airport
Foxi Black ~ Blue Skies and
MS Lynna ~ Flying first class

are the only 2 cards of mine which seem to play on it.
Nasashie
Joined in Jan 2018

25 post(s)
January 13, 2018
Peneloppe Ferre / Right On Target work too !
DANO70
Joined in Feb 2008

741 post(s)
January 14, 2018 (edited)
@Nasashie

Nice work on the Airport scene. I used the same background in one of my Conveyer scenes here. Google is such a wonderful place for images....LOL. Keep up the good work.
TheEmu
Joined in Jul 2012

3309 post(s)
January 14, 2018
@Nasashie - they are all very nice scenes and I am looking forward to seeing more.

Another piece of advice, this time about the naming of folders. So far you have simply treated each scene as an independant entity and put everything releated to that scene into a folder with each of these folders having a simple one word name. Thats fine and works well, but these folder names may later clash with those used by some other user or by a new scene from Totem. It is a simple matter to rename any folder that you get from other users but if Totem introduce a new scene called, for example, Airport, then their folder will replace yours and there will be nothing you can do to stop that happening. For this reason it is better to use folder names that include your own name or an abbreviated form of it as a prefix.

Nasashie
Joined in Jan 2018

25 post(s)
January 14, 2018
Thank you for your feedback! I will correct the names of the files in a next update!
DANO70
Joined in Feb 2008

741 post(s)
January 14, 2018 (edited)
@Emu

Good point. I used D7 + the scene discription for the main folder title and for the scn. file title itself. Granted I didn't at first but @ET showed me why I needed to.

@Nasashie

Mabey adding NAS to your future work titles would be a thought.
TheEmu
Joined in Jul 2012

3309 post(s)
January 14, 2018 (edited)
@Z22 and those following this discussion about 3D effects

I have just uploaded my latest efforts. As before th direct link is

http://www.theemusnest.eu/scenes/Zips/=%20Z22+TE%20=%203D.zip

The names of the scenes have been slightly changed so, to avoid *****, you should probably delete the old ones before replacing them with the contents of this zip.

It is a bit more efficient than the previous version. Using my laptop's Intel GPU it manages to handle the 32 slice version at 1920x1080 with a little slowdown but none when outputing to the laptop's own 1600x900 screen. If I switch to the laptop's NVIDIA GPU it can handle even the 64 slice version with no slowdown at either resolution.

As I mentioned before the shader can be adjusted to any number of slices up to the built in limit of 64 simply by changing one number defined close to the top of the file (after the first big block of comments). I have provide a range of shaders preconfigured for various numbers of slices from 2 up to 64.

An interface change is that the meaning of the Max_Parallax uniform is now a fraction of the window size rather than a number of pixels. Previously its effect was dependant on the window size, now it should not be.

There is are still a few problems, the biggest being apparent when there are rapid changes in brightness which can lead to artefacts in the final image - typically black (or transparent) areas that should not be there. At the moment this problem is most apparent when using high numbers of slices, but you can just avoid that and use low or mid range slice counts.

I still have not done anything about overlapping images when using cross eyed mode.
Nasashie
Joined in Jan 2018

25 post(s)
January 14, 2018
Hello everyone ! I have a problem setting up a scene with the categories! For example when I put
category: Flight attendant
it works, but when I put
category: Nurse
or
category: Student
it does not work. In the .xml files of cards I can find that:
<category> Anal, Big Boobs, High Heels, Nurse, Porn Star, Shaved </ category>
DANO70
Joined in Feb 2008

741 post(s)
January 14, 2018 (edited)
@Nasashie

From what I understand the catagory clause is new to scenes and most of them have not actually been implemented into the scene side of the software. So most of them won't work. There's a post or 2 in this thread where it was being discussed of which ones do. I'll try to find it. Bikini and your flight attendant is all I can think of right now.


Check this page 3/4's down...there is very few that work....
https://www.istripper.com/forum/thread/27449/36
Everything about iStripper / Discussions for Scenes for Version 1.2.X Fullscreen Mode here
I decided its time to start a thread for customized scenes like we had for customized skins. I am not sure if the artwork forum section is the right place so if the Mods think this should go into anot...
TheEmu
Joined in Jul 2012

3309 post(s)
January 15, 2018
@Z22 et al. Last night I realised that I only need to test against a slice's lower bound now that I am combining the slices by "flattening" them rather than by adding their individual contributions. This improves the performance a little but more importantly greatly aleviates the image artefacts due to large relative shifts of neighbouring slices because these will now rarely if ever open up a gap in the middle of an image.

As before the direct link is

http://www.theemusnest.eu/scenes/Zips/=%20Z22+TE%20=%203D.zip

There are still some problems due high contrast but these are now almost only seen when there is a bright white area that reaches to the edge of the image.

Oh, and I fixed an error with the option to specify a background colour.
Z22
Joined in Aug 2017

1166 post(s)
January 15, 2018
@TE, I don't know what you have done dood but the latest version looks like a bag of arse. Have you got versions mixed up because this one is the most glitchy yet.

Final version of the original discard for comparison....

https://drive.google.com/open?id=1Na-U9senvTh8bWXnCHY_4P-x1aG2oGFB

Comparable quality to this is what we should be aiming for.
Z22
Joined in Aug 2017

1166 post(s)
January 15, 2018
Realise i may have come across as a bit of a dick there...Don't get me wrong, i do appreciate the work you are doing.
TheEmu
Joined in Jul 2012

3309 post(s)
January 15, 2018 (edited)
@Z22 - The first of the above screen captures was made using your version. On it I see grey marks almost like contour lines all over the body.

The second screen capture was from my 20 slice stack version, I see no flaws in it except for in the area of the the white shoes. As I said in my previous post I only see any problems when there is very bright area that reaches the edge of the image - as is the case with the shoes.

Are you seeing anything different?

CORRECTION: Today I do see problems with my version, but only in the versions with more than 20 slices. That problem must be due to something I did at the last moment because it wasn't there last night. I think there is probably a bug in how I calculate how much to shift a slice.
Z22
Joined in Aug 2017

1166 post(s)
January 15, 2018
The grey lines problem is due to the scaling as you are on a 1080p? display and the sizes are for 4k, change all the sizes to match your display res and it will go away(the scaling out of our control is partly why i moved over to shader based).

Err... look at her face, it's like i took a bunch of acid. She has 4 nostrils, mouth, and eyes are distorted. Half of her fingers are missing on the right hand girl. I don't think it's the number of layers that's the problem as it looks just as bad on any of them. It could be your max paralax being too high. On a 4k screen the max difference between the left and right should be ~30 pixels, so 15 offset per girl. so is that ~7 pixels on a 1080p screen?
TheEmu
Joined in Jul 2012

3309 post(s)
January 15, 2018
@Z22 - I was just trying an experiment with a lower Max Parallax when your post about it arrived. I have uploaded a new version where it defaults to 1% of the screen width (I had been using 2%). It does look better, though the 3D effect is a bit weaker. The link to the zip is still

http://www.theemusnest.eu/scenes/Zips/=%20Z22+TE%20=%203D.zip

I must admit that I had not really noticed the doubled nostrils - my eyes are fine for reading but terrible at any greater distance and I was sitting well back to view the screen.
Z22
Joined in Aug 2017

1166 post(s)
January 15, 2018
It may also be more noticable in higher res.

I changed MAX_PARALLAX to 0.0039 which should be eq to 15 pixels in 4k and it gets rid of the face glitches but the hands still have the glasslike bug. It may be somewhere else that is causing it.
TheEmu
Joined in Jul 2012

3309 post(s)
January 15, 2018 (edited)
@Z22 - I see the glass bug for the fingers as well. At the moment I do not understand it but it seems to be something odd going on with the very lowest layer of the stack, something that only affects the pixels near the edges of the image. The fingers would be most susceptible because they have more edge in relation to their overall size than the rest of the body. At the moment I incline to thinking that it may be due to the edges being partialy transparent as they blend with the transparent surround.

EDIT: It looks even more likely it is a bug affecting the transition to/from transparency - if I ***** BG_rgba to be vec4(1.0, 0.0, 0.0, 1.0) so that the background ir solid red I see black areas in the image where the glassy effect would be. It looks like I am picking up some transparent or semi-transparent pixels and shifting them into the image area.

SECOND EDIT: Yep, definately a problem with the handling of partialy transparent pixels from the edges of the image. A quick test proved this but only resulted in the "fringe" causing the glassy effect being fully transparent rather than partialy transparent black. This give a clean edge, but on the wrong side of the affected area. I need them to be coloured and will have to think how to do this efficiently.
TheEmu
Joined in Jul 2012

3309 post(s)
January 16, 2018
@Z22 and others - I have made yet another update and uploaded it to

http://www.theemusnest.eu/scenes/Zips/=%20Z22+TE%20=%203D.zip

This one seems to have fixed the thin fingers syndrome. I have also overcome the probem of truncating the images when the left and right versions would encroach on each others half of the screen. I now allow overlaps like this to happen where the encroaching image overlaps fully transparent pixels. This mainly affects table clips because the images are wider, previously the head or feet would simply be cut off when they strayed into the wrong side of the screen, now they not unless they would overlap a real part of the other image.

There are a couple more things I am thinking of eventualy doing, but not this week.

The first is to provide a way to short circuit the shader when it is operating on the large fully transparent region surrounding the image (there is little point in proccessing a large number of slices all of which are transparent) but I can't simply skip any transparent pixel because that would be inappropriate when it is within the image itself, e.g. between two fingers.

The second is to experiment with varying the thickness of each slice because the lowest level slices are shifted such small amounts that combining them into one "super slice" that is shifted rather further should give essentialy the same result and get it using fewer slices.
Z22
Joined in Aug 2017

1166 post(s)
January 16, 2018
just have the
If ((girl.a) == 0.0)
{
discard;
}

that skips anything that isn't the girl. still an "if" though...
Z22
Joined in Aug 2017

1166 post(s)
January 16, 2018
new version looks a lot better now.

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