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Scorsos mensajes - Pagina 1767

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EverthangForever
Da In Oct 2009
4469 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tutto su iStripper
May 16, 2015, 5053 risposte
@Number6

@Hombre & @WA talked about SCN code color animation on this thread (half way down page 17 - 103 days ago) I think was in relation to animating clipnamesprites. @Hombre did some great spinning color changing names with it. It would be really cool to see the color changes applied in some way to a whole background. I'll start knocking out some template SCNs to give @TheEmu props up front for his NEW 'Tunnel A' shader.

Its only 148 days ago ( midpage 10 ) that @Wyldanimal made our first derivatation of a Shadertoy 'Dave Hoskin's Rolling Ball http://scenes.virtuastripper.net/Shades-ball.zip' compatible with VGPlayer and fullscreen has gone from strength to strength ever since that amazing day. Thanks to @Wyld@Emu and all who have so selflessly contributed time here. Very inspiring work !!
_____________________________________________________________________________________
Discussions for Scenes for Version 1.2.X Fullscreen Mode here
www.virtuagirl.com/forumPost.php?foId=3&ftId=27449&gotolastpage=21 http://www.virtuagirl.com/forumPost.php?foId=3&ftId=27449&gotolastpage=21
Share your FullScreen - Member Created Scenes here
www.virtuagirl.com/forumPost.php?foId=3&ftId=29408&gotolastpage=3 http://www.virtuagirl.com/forumPost.php?foId=3&ftId=29408&gotolastpage=3
Full Screen Mode - Examples - Tutorials - Scene samples
www.virtuagirl.com/forumPost.php?&foId=8&ftId=27410&pageNb=3 http://www.virtuagirl.com/forumPost.php?&foId=8&ftId=27410&pageNb=3

stefnev1
MODERATORE
Da In Jul 2008
17166 post(s)
EverthangForever
Da In Oct 2009
4469 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tutto su iStripper
May 15, 2015, 5053 risposte
@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
Da In Jul 2012
7424 post(s)

Share your FullScreen - Member Created Scenes here

Tutto su iStripper
May 15, 2015, 2695 risposte
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
Da In Oct 2009
4469 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tutto su iStripper
May 14, 2015, 5053 risposte
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.