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Ostatnie posty - Strona 1748

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MuleReazaXXX
Dołączył: May 2010
202 post(y/ów)

Résolution pour vos modèles ? (Your models resolution ?)

Wszystko o iStripper
August 16, 2015, 17 odpowiedzi
Après plusieurs tests, j'ai pu constater les choses suivantes :
  • Le 720p manque de qualité et tient tout de même pas mal de place.
  • Le 1080p a une qualité excellente et surtout la lecture est très fluide quel que soit l'ordinateur. La capacité demandée pour le stockage n'est pas excessive comparée à la qualité (proportionnellement au 720p elle ne tient pas beaucoup plus de place pour un gain de résolution impressionnant).
  • Le 3K est de très bonne qualité mais il faut vraiment un très bon ordinateur capable de suivre le rythme (heureusement que j'en possède un). Mais j'ai constaté un manque de fluidité dommageable sur les PC standards. De plus chaque modèle tient énormément de place si l'on compare aux deux autres qualités...

J'aimerai donc avoir votre avis sur la résolution que vous avez choisi et pourquoi ?
Ceci afin de confronter les avis de chacun et voir si beaucoup de personnes utilisent le 3K...

A titre personnel :
Toutes mes anciennes cartes sont restées en qualité inchangées, mais elles sont belles quand même 😄
Pour tous les nouveaux modèles ou ceux mis à jour, j'ai opté pour la qualité 1080p qui me semble concilier qualité et espace de stockage pour les ordinateurs actuels.

|----------------------------------------------------------------------------------------------------------------------------------------------|

After several tests, I observed the following:
  • The lack of quality 720p and holds still not a lot of room.
  • The 1080p has an excellent quality and especially the reading is very fluid regardless of the computer. The capacity required for storage is not excessive compared to quality (in proportion to 720p it does not take much space to an impressive resolution gain).
  • The 3K is very good but you really need a good computer that can keep up (luckily I has one). But I found a lack of fluidity damaging on standard PC. In addition, each model takes a lot of space when compared to the other two qualities ...

So I'd like to have your opinion on the resolution you choose and why?
This is to confront the opinions of each and see if many people use the 3K ...

Personally :
All my old cards remained unchanged in quality, but they are beautiful anyway 😄
For all those new models or upgraded, I opted for the 1080p quality that seems reconcile quality and storage space for current computers.
Cartref
MODERATOR
Dołączył: Sep 2007
7134 post(y/ów)
EverthangForever
Dołączył: Oct 2009
4469 post(y/ów)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Wszystko o iStripper
August 15, 2015, 5053 odpowiedzi
Hi, absolutely amazing your new work @Number6..love it.the sense of space and smooth lighting dynamics superb now !!!! I particularly like the carosel adaptation with the transition of girls to 'NeighborPixelLessThan' state and some of the mesh scenes blow me away..awsome. Truely you have mastered lighting so it works like a sound reactive with the right tracks. Uber Schmik result :-)
Re the above quarter tunnel problem..the quad used ie: transparency.png in the ETImages folder is native size 1920 x 1080.
In the SCN this is resized down to 1600 x 900 in Surface_Texture sprite node. (as above...no particular reason for this but it was probably a legacy size from some old 2D camera scene script & worked ok in my rig at the time :-/

Try enlarging the spec size in yours for Surface_Texture in the SCN code (above pic) from 1600 x 900 to something higher, until it fits your screen. Failing that, play with the pos: so x more negative, y more positive for Surface_Texture. I tend to set the camera back a lot in scenes to square things up while working. Maybe cam size settings in 3D camera mode require a depth (z axis) stipulation as well or things get off-center via perspective changes.. If any of above works then pls let me know so I can update the archive zip for folks. Thanks lots for the feedback.:-).

My original file name to look for that tunnel SCN is
ELECTRICAveNew - UniMod02ET = Tunnels_AnotherTunnel_glslsandboxdotcom_e#27109_0.scn
stefnev1
MODERATOR
Dołączył: Jul 2008
17186 post(y/ów)
Number6
Dołączył: Oct 2010
3614 post(y/ów)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Wszystko o iStripper
August 14, 2015, 5053 odpowiedzi
I have just uploaded some scenes as can be seen in

http://www.virtuagirl.eu/forumPost.php
?foId=3&ftId=29408&storageRemovePostItem=1&gotolastpage=1#post478149 http://www.virtuagirl.eu/forumPost.php?foId=3&ftId=29408&storageRemovePostItem=1&gotolastpage=1#post478149

I wanted to give a bit of explanation on problems I encountered in the hope they may be of some help.

Apologies if this gets a litltle rambling - its Friday night and I'm having a drink :-).

The first three abstract shaders in my new scenes are good examples of @mikedreams problems of the screens lagging because the graphics card is not powerful enough to keep up with the complexity of the shader. Quite often the shader will have a function which is repeated a number of times in a loop in order to produce fine detail in the shader. This is an also known as an iterative function. On lower end graphics cards like mine, the GPU cannot execute the number of iterations quickly enough and consequently the shader and the video can start to stutter.

What I did was to reduce the number of iterations by editing the shader itself. I kept reducing them in small increments until I got to the point where the shader would run without stuttering on my graphics card. The problem here is that the shader loses detail when you do this. The first three shaders I think illustrate this quite well.

The intersecting discs shader (the first one) I only had to do a small reduction in the number of iterations and to my eye there is very little lost in the shader detail.

The second one (The Road to Hell) is an example of the other extreme. The iterative loop in this one was set at 96 and I had to reduce it to 32 to get it to work on my machine. I did like the shader though and thought it looked slighly more "menacing" with the reduced detail. If you have a high end graphics card try putting the iterations back up to 96 and you can see how much detail has been lost.

The third shader is an example of an intermediate result. There is an obvious loss of detail but IMHO this is not sufficient to detract greatly from overall impact of the shader. This is the one that @EverthangForever and @TheEmu have been playing around with recently. I apologise for posting it again - I was going to take it out but I thought it may actually be helpful to leave it in as an example.

The other problem I had with some of the shaders was that they were flat and in some cases (Infinite Sierpinski and Glowing Things) a bit boring. Also (I have not posted any of these yet) some of the more psychedelic ones can be a bit bright/glaring.

To get away from the flatness I tried putting in a slightly larger shadow behind the clip to give an impression of depth but this only had a limited effect . The next thing I tried was to overlay another shader over the top. For the intial experiments I used a modified version of the Totem Perforations shader. Again with the more psychedlic/glaring shaders (still a work on progress) this had the effect of redcuing the brightness but still giving the psycheclic effect. I also found it worked with some of the abstract shaders and you can judge this for yourselves.

The problem of the flatness still remained then @TheEmu and @EverthangForever started to experiment with using shaders in tunnels. So the next step was to turn the more boring shaders into tunnels. This to my mind is a "no brainer". Again you can judge for yourselves.

Then @TheEmu introduced transmats and @EverthyangForever started to experiment with them so I had a "what if" moment and overlaid the tunnel scenes with a tunnel of the Totem Perforations shader. IMHO this worked great in some cases.

I thought all was well and I would upload what I'd worked on for months then I found The Pulse shader uploaded by @TheEmu. I modified this slightly and I think I hit a "beat" frequency for osme of the heavy rock/blues msuic of my youth. So I started to overlay this on some of the previous stuff I had done.
Number6
Dołączył: Oct 2010
3614 post(y/ów)

Share your FullScreen - Member Created Scenes here

Wszystko o iStripper
August 14, 2015, 2695 odpowiedzi
Have just updated the zip file at

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

I have added a number of new images to the file as well as a "few" new scenes. These are shader based scenes and some use tunnels as well as some experiments with overlaying shaders to produce some interesting effects. Some of the shaders have been posted before (I am sure you will recognise the one that @EverthangForever has recently been playing with) some are ones that I have found that don't seem to have been posted previously.

The file size is now around 120MB. Any further scenes I may do will be put into a new file.

If you have the original Fracedelic Scenes or if you have downloaded an earlier version of this zip file, then please extract the new files to the same folder and let the new files overwrite any existing files if prompted. This is because the file contains newer versions of some old files. The new scenes will throw up errors if they try to run with older versions of these files.

As ever I would like to thank @TheEmu and @EverthangForever for all the work they have put into making fullscreen scenes a lot of fun. I would also like to thank@ Lunarpup. I have used fractal discs as stages for some of the scenes and a number of them are based on fractals that he has created.

http://www.virtuagirl.eu/forumPost.php?foId=2&ftId=29134&pageNb=3

I will also put a post in

http://www.virtuagirl.eu/forumPost.php?foId=3&ftId=27449&gotolastpage=1#post468008

describing what I have attempted to do in a little more detail in the hope that it will be of some help to anyone else attempting to use shaders.
stefnev1
MODERATOR
Dołączył: Jul 2008
17186 post(y/ów)