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Ostatnie posty - Strona 1776

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EverthangForever
Dołączył: Oct 2009
4469 post(y/ów)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Wszystko o iStripper
April 8, 2015, 5053 odpowiedzi
I hope its not too much trouble@Theemu, however please come back ~ and show us how to make your butterfly swarms sustain for longer, say for 24 seconds & how to make the swarm elements progressively diminish in size given that a 3D camera should allow emulation of a central Z axis. If the shader could regenerate swarms every 36 seconds that would be extra cool with music if at all possible. Some of the shader comments are not showing range limits lately, so its hard to know what settings to experiment with.
In 'Swarm A8 - Butterflies B - 10.fsh'
eg: I could not see any progressive deepening of individual swarm elements with time by any changing the setting 'depth==? ' using the following line 97-98 ..#define GENERATE_ELEMENT(i,theta) (depth==1) ^^ (cos(theta) < 0.0) , A comment re a useful range of settings for this would help a lot in these cases imho, avoiding much blind trial and error. I'm using the following changes to the shader at the moment:
#define ALPHA(i) 0.5 // Time scale factor for the angle alpha.changed from 1.00
#define BETA(i) 0.005 // Time scale factor for the angle beta changed from 0.01
#define GAMMA(i) 360.0 // Scale factor for gamma changed from 90.0.
#define THETA(i) 1.00 // Initial value for the theta angle changed from 0.00.

Thanks lots Mike for your support & tks for posting here instead of in the share thread. nice ~ greets &..good to see you're still riding this rolling train jiji ;)
@hombre thanks for the suggestion re dancefloor/s for FG021, I've changed my sceneskin ypos: setting to -30 and dancers do look a tad more 3D that way ;-)
Number6
Dołączył: Oct 2010
3614 post(y/ów)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Wszystko o iStripper
April 6, 2015, 5053 odpowiedzi
Hi @EverthangForever. I'm not sure that the camera type makes that much difference to the stuttering in some of the shader scenes. If they stutter using a 3D camera then, from my experience, they still stutter when using a 2D camera. The last couple of fracedelic scenes I posted (with @ThEmu&#039;s the carousels) both used a 3D camera with the Fractal shader sized to run at 1920 X 1080. I tend to test the shaders in 2D and if they work put them into 3D, if necessary for the scene.

With the ones that stutter I usually start of by just generally trying to slow things down, specifically looking at where iGlobalTime is used and then I try multiplying by 0.5 or 0.2 to see what happens. Where there are iterative functions such as the volsteps above I try reducing the number of iterations. This normally helps a lot and in some cases doesn't make a great deal of difference to the actual display of the shader.

For example, the Intersecting Discs shader posted by both @Zebrazuk and @TheEmu stuttered badly on my machine - even with the new graphics card. There is an iterative function in there that has a loop count of 64. I dropped this to 48. It appears to have had minimal effect on the overall appearance of the shader but it now works fine on my machine. Unfortunately this doesn't always work and changing the loop value can sometimes make the shader unwatchable. For me it is a matter of trial and error. Sometimes it works well other times it can produce some strange effects (not all bad in some cases).

Anyway - your recent updates all appear to work well without any adjustments. The tunnel with the butterfies I find strangely amusing - is there a shader with bats in it somewhere? :-)

Has anyone found a way of calling random shaders?

I have around 10 Psychedelic shaders that use a fixed foreground shader (an adaptation of Totem's Perforations Shader) with different shaders in the background. With a random selection for shaders this could be done in a single SCN file rather than the 10 I have at the moment.