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TheEmu
De em Jul 2012
7424 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tudo sobre iStripper
March 11, 2017, 5102 respostas
@DrDoom9 - The black water is, presumably, because gl_Color is comming through as all zeros which will multiply all the coulr compontents by zero resultng in a transparent black area. I thought the default was all ones which leaves things unchanged but on thinking it over the rule must be a bit more complex. Add a

color : 1, 1, 1

to the clip sprite as well as uncommenting the opacity : 0,5 clause.

Reflections or shadows of frontTable clips are a problem because the legs, and sometimes more, in the original clip are often below its built in "hotspot" so when you invert them the reflections are above the hotspot making them stick up in the air and shadows are offset if you have applied any rotations.
It is possible to mask them, but can be tricky depending on the scene. To use a simple mask you need one that is opaque above where the performer is sitting and transparent below that point, you then order the scene elements so that the reflection is behind the mask, then the mask and finaly the performer. This will sometimes feel wrong because although the reflection needs to look like its front of the performer you have to put it behind her and even behind her immediate background.

I wish there was some easy way to specify that only a particular area of an image or clip is to be used, and I have a shader (Rectangle_XY) that will do exactly that, but to use it you usualy need to introduce an extra frame buffer to extract the area you want and then merge that into the final scene - with some ***** difficulties in getting things the right way up and positioned where you want them. I do not recommend using it until you are completely happy with using framebuffers and shaders. The few times I have tried to use it for this sort of thing I initialy could not find where the part I wanted ended up on the screen and I had to ***** it to be the front element, colour it red to make it stand out, fiddle with its position until it was roughly where I wanted it, figure out why the numbers I used put it where it was and only then could I calculate the exact values to use. The numbers always made sense in the end, but the combinations of scale factors and offsets meant I never got it right first time.

At some point I intend to create a general purpose shadow shader, one that transforms the image shape by using a combination of shear and taper transforms rather than only using rotations, performs a blur, changes the color and opacity, allows the shadow grow more indistinct as it gets further from the feet and maybe even to handle shadows falling partly on a horizontal floor and partly on a vertical wall - but it will be probably be some time before I can provide it and something similar for reflections.

I am going to be away from my computer for most of today, but I may be able to look at your scene tomorrow. If just adding the color: clause does not work can you zip it up and put it somewhere that I can download it from.
stefnev1
MODERADOR
De em Jul 2008
17272 post(s)