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Scorsos mensajes - Pagina 1761

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member84392371
Da In Oct 2009
2588 post(s)

Girls I like and why

Tutto su iStripper
June 12, 2015, 8 risposte
Good idea Dorsai6.

Over the years I find that I'm particularly attracted to some girls who do not necessarily have the greatest bodies, boobs or butts, and sometimes even in a way that I'd normally wouldn't pick their cards up. So that must mean they have some undefinable sex appeal.

Here's 6 out of 11 girls I've given an overall rating of 9 out of 10 (at the moment) who wouldn't score this high if I only rated their bodily features. Some have steadily climbed up the rating.
Aika May/Ally Style/Baby Nicole/Jenny Appach/Nici/Sendy Silver

These girls obviously spark some sort of magic with me:
Aika May: not a lot up front, nose a bit too big (Anna Tatu's nose is her biggest turn-off for me, only a 6 overall), but her eyes and incredible behind
Ally Style: so intensely playful, she just wants to party and make me want to join
Baby Nicole: oozes softness & cuddlyness, and maybe I have a weakspot for rectangular jawlines
Jenny Appach: nice but not spectacular body, show is a but on the clumsy/shy side but maybe that's what makes her have a special something
Nici: body a bit thin and boobs that look fake enough (usually a turn off for me), but her eyes/face & smile!
Sendy Silver: pretty small girl height-wise (I'm more into tall girls on average), incredibly fake boobs (like a said usually a turn off) but this woman is sooo seductive, and if she turn her back on me I can't help but.. well you know ;-)

Next post will address the girls who rate 10 overall.
Number6
Da In Oct 2010
3610 post(s)

Share your FullScreen - Member Created Scenes here

Tutto su iStripper
June 10, 2015, 2694 risposte
Have updated the zip file at:

scenes.virtuastripper.net/No.6_Fracedelic_Scenes_02.zip

to include a new scene and associated pictures (Textures/Backgrounds). File size is now around 42MB.

It uses the tunnel based shader developed by @TheEmu and is part based on some of the work done by @EverthangForever on his tunnel scenes. My thanks to them for all the effort they have put in to this.

This one has gone back to an old theme of mine - a spaceship holodeck - but uses the shaders instead of the scrolling space backgrounds.

If you have my previous Fracadelic scenes then unzip this to the same folder. It will uses some of the existing images as well as the new ones I have included. If you don't have the original scenes then unzip the new scene to a folder of your choice. It will still work but there will be fewer images.

Please note that this zip also contains the files I uploaded the other week. If you unzip to the same folder you may get some nag messages about overwriting existing files. You can just say no to this and it won't overwrite any files.

As usual enjoy and feel free to modify/use as you wish.

PS The intro to the scene contains a bit of a homage to a well known science fiction film. The scene title probably gives it away to those who have seen the film. :-)

Edit - Apologies their was an error in the zip file and an old version of @TheEmu's Tunnel shader was included. This throws up an error when trying to run the scene. I have now put the correct version of the shader into the zip file. If you have downloaded the zip file prior to this edit (3:45pm BST 12/06/15) then you need to download the revised version. Extract the files to the same folder as previous and allow it to overwrite the existing files.

Apologies for the cock up.
TheEmu
Da In Jul 2012
7424 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tutto su iStripper
June 9, 2015, 5050 risposte
@EverthangForever

The problem of getting the performers move round an object produced by a shader is no different to getting them to move round a simple object where the image is a normal texture. I have done this in the past by using two copies of the performer and modulating their opacities (as was suggested by Number6) and it should also be possible to hard code the behaviour in the shader itself, though that would mean doing it for every shader separately for each scene and that is not really a practical solution. If it was possible to have two input channels for a shader then I could write one that took the clip image and another image and do the rotating. This would be easier than hand coding modulating the opacities in the scene file, but is currently not supported by the VGHD program - at least as far as I can tell.

However, even then there would be the problem of that many of the shaders from ShaderToy produce a plain white or black background where we would prefer a transparent one. In many cases it might be possible to use a simple post-processing shader to fix up these shader outputs - it would be very simple to code - but would only work if the colour you are fixing up did not occur in places that where you want to keep it. Although it would be a simple shader it would still add to the computational load and might be too much for some low end systems. Otherwise, I am afraid that the only solution is to modify the shaders themselves to generate a transparent background. In most cases this would be easy enough and in many it could be done using a single line addition to the end of the main routine, but the thought of going through all the ShaderToy.com exmples is a daunting one.
TheEmu
Da In Jul 2012
7424 post(s)

Share your FullScreen - Member Created Scenes here

Tutto su iStripper
June 9, 2015, 2694 risposte
Three things.

-----------------------------------

Firstly, there was a problem with the shader used for the Experiments with Complex Functions scenes that affected some users (see the technical discussion thread for more information). I have corrected the problem and uploaded a new version of the zip file. It can be downloaded via the direct link

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

-----------------------------------

Secondly, over the weekend I have enhanced the Tunnel A shader by

1) Introducing a second family of tunnel shapes. This is
controled by a new uniform parameter shapeFamily

0 - The old round or rounded rectangular tunnels
1 - Sharp cornered rectangles or bulging rectangles

When shapeFamily 1 is used the old shape parameter still
has the same meaning as it did for shape family 0 though
the visible effect is somewhat different with the first part now
affecting how much the tunnel walls, floor and ceiling bulge.

2) There are 2 new control parameters, xyScale and xyScale2,
that both affect scaling in the x and y directions. The first
can be used to effectively stretch the texture such that,
for example, the floor part of the texture makes a better
fit to the floor part of the tunnel. This is very useful when
the new sharp cornered shape family is used. The second
has a more complicated effect on the final scene which
is partly explained in the comments in the shader source
and partly demonstatred in the example scenes.

3) The tileScheme control parameter has been extended to
allow specifying that the tile's x and y axes are swapped or
that its x or y axes are reversed. The effects produced by
this could also be acheived by modifying the original image,
but this is more convenient - especialy when the original
image is itself being generated by a shader.

The changes are fully backward compatible with the old version of
the shader. Refer to the comments in the shader's source for more
details.

The Experiments with Tunnels scenes have been expanded to cover
these enhancements. In the case of the shapeFamily the old A1 set
of experiments covers shapeFamily 0 and has been duplicated as A2
to cover the new shapeFamily 1.

The zip file can be downloaded using the direct link

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

-----------------------------------

I have uploaded a new set of scenes based on the Tunnel A shader and, mostly, using other shaders to produce the image used for the tunnel walls - which are therefore now constantly changing.

These are no longer "experiments" and are therefore not in the experiments directory.

They can be downloaded using the direct link

http://www.theemusnest.eu/scenes/Zips/TheEmusTunnels.zip

The zip includes a "long description" file giving brief descriptions of these scenes.

-----------------------------------

The first and third of the example picture above are from the non-experimental Emus Tunnels, the center picture is one of the examples in the Experiments with Tunnels - though I will probably promote a modified version of it to be non-experimental.
EverthangForever
Da In Oct 2009
4466 post(s)