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Последние сообщения - Страница 1762

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TheEmu
Присоединился в Jul 2012
7424 Сообщения

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Всё о iStripper
9 June 2015, 5053 Ответы
@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
Присоединился в Jul 2012
7424 Сообщения

Share your FullScreen - Member Created Scenes here

Всё о iStripper
9 June 2015, 2695 Ответы
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
Присоединился в Oct 2009
4469 Сообщения

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Всё о iStripper
7 June 2015, 5053 Ответы
@Anyone,
One of the most frustrating creative blocks at the moment for scene makers, is lack of the ability to alternate whether the model is in front of, or behind a shader generated object at different times during the playing of one scene. It is going to be impractical to expect to adapt every new shader with uniforms, as was done by @TheEmu with the two quad exercise recently with butterfly swarms, in order to have the shader object appear to revolve around model/s.
Alternatively we need some sort of 'Clip uniforms' we can apply to animating appearance of the model to 'revolve' around objects during a clip, maybe sometimes at opacity zero for behind objects, sometimes at 1.0 opacity for being in-front of objects. This could overcome the need to adapt every new shader specifically for better model-object interactions, with instead better perhaps every shader which produces an 'object' like 'FlyGuy's Ring Twister just being recoded as standard to cast onto a transparent background, rather than black or white or other opaque..
In SCN, I've tried with duplicating same clipsprites before and after shader placement in the code using say..for the front clipsprite:
animate: n, loopforward, various easing functions, opacity, 0.0 or
animate: n, loopforward, various easing functions, color, 0.0, 0.0, 0.0 (Sillouette screen)
however as of yet, all unsatisfactory or to no avail :-(
stefnev1
MODERATOR
Присоединился в Jul 2008
17165 Сообщения
VagueAbond
Присоединился в Jan 2014
219 Сообщения
TheEmu
Присоединился в Jul 2012
7424 Сообщения

Share your FullScreen - Member Created Scenes here

Всё о iStripper
5 June 2015, 2695 Ответы
I have just updated my set of adaptions of ShaderToy.com and GlslSandbox.com shaders. They can be downloaded via the downloads page at TheEmusNest.eu or using the direct links

http://www.theemusnest.eu/scenes/Zips/ShaderToy%20Scenes/ShaderToy-Scenes.zip
http://www.theemusnest.eu/scenes/Zips/GlslSandbox%20Scenes/GlslSandbox.zip

If you have not downloaded the shader toy adaptions before you will also need to download the zips for Textures and Backgrounds directories.

The examples above were generated using Kali's Devil Inside and Miyake Yohei's NeighborPixelLessThan shaders.

Note, a few of the old scene files have been renamed to take them out of the "others" group and group them with a new shader by the same person.

One scene file has been modified to correct an error.

The full list of changes is

New GlslSandbox scenes

Brandon Fogerty - e#22887.0 - Endless Tunnel.scn
Brandon Fogerty - Energy Field.scn
Gigatron - e#25240.0 - Twinkling Stars.scn
Harley - e#25595.1 - [Tunnel].scn
Inigo Quilez - e#23042.1.scn
LJ - e#25481.0 - Starscroll.scn
Nimitz - e#25412.1 - [Procedural ordering].scn
Reiner Nijhoff - e#23057.0 - [Rainy Street Scene].scn
Unknown - e#21515.101.scn
Unknown - e#21515.103 - [Fractal Lips].scn
Unknown - e#22909.0.scn
Unknown - e#22917.0.scn
Unknown - e#23080.0.scn
Unknown - e#23307.1.scn
Unknown - e#24114.0 - [Flame - 01].scn
Unknown - e#24118.0 - [Flame - 02].scn
Unknown - e#24121.0 - [Flame - 03].scn
Unknown - e#25200.0 - [Cartoon Waves].scn
Unknown - e#25389.1 - [***** Flag].scn
Unknown - e#25466.0 - [Scrolling Snow].scn
Unknown - e#25474.1.scn
Unknown - e#25579.0 - Fire Flame.scn
Unknown - e#25592.8.scn
Unknown - e#25601.0 - [Wrapped Seascape].scn

New ShaderToy scenes

104 - Triangle Fractal Bump.scn
104 - Worley Fractal Bump.scn
Alexander Alekseev - Wet Stone.scn
Cabbibo - Monolith Smoke.scn
Cabbibo - Monolith Sparkles.scn
Dave Hoskins - Frozen Wasteland.scn
Dave Hoskins - Squiggles.scn
Den - Inside Mandelbulb.scn
Den - Outside Mandelbulb.scn
Dila - Echoplex.scn
Dila - Machine Room.scn
Dila - Silo.scn
Dr2 - Bird Flock.scn
Dr2 - Stairway to the Stars.scn
Eiffie - Playing with Refleks.scn
FlyGuy - Ring Twister.scn
Gaz - Bats.scn
Gaz - Stairway.scn
Guil - Fire Revisited.scn
Guil - Stormy Flight 2.scn
Guil - Stormy.scn
Guil - Voroni 2x2x2.scn
Inigo Quilez - Angels.scn
Inigo Quilez - Fractal Tiling.scn
Inigo Quilez - Twisted Columns.scn
Jcreed - Feiry Feigenbaum.scn
Jcreed - Fluid Feigenbaum.scn
Kali - Carved Trees.scn
Kali - Cosmos.scn
Kali - Devil Inside.scn
Kali - Emerging Tower.scn
Kali - It's a Kind of Magic.scn
Kali - Tetrominos.scn
Kig - Signal Field.scn
Miyake Yohei - NeighborPixelLessThan - 01.scn
Miyake Yohei - NeighborPixelLessThan - 02.scn
Miyake Yohei - NeighborPixelLessThan - 03.scn
Miyake Yohei - NeighborPixelLessThan - 04.scn
Nimitz - Curvature Average.scn
Nimitz - Parallax Mapping.scn
Nimitz - Promethean.scn
Nrx - Mysterious Octopus.scn
Others - Antoine Clappier - Toon Cloud.scn
Others - Archee - Asteroids.scn
Others - B B Colinsworth - Geyser(Fast Water).scn
Others - Ben Raziel - Flappy Bird.scn
Others - Carlos Urefia - P6mm Inversion.scn
Others - Christina Coffin - Heartwing Angle.scn
Others - DaKrunch - Manta Ray - MaxDist=05.scn
Others - DaKrunch - Manta Ray - MaxDist=07.scn
Others - DaKrunch - Manta Ray - MaxDist=10.scn
Others - DaKrunch - Manta Ray - MaxDist=15.scn
Others - DaKrunch - Manta Ray - MaxDist=25.scn
Others - David Bargo - Domain Colouring.scn
Others - Denzen - Faking Gold and Murder.scn
Others - Echophon - Exploding Blob.scn
Others - HugHsk - 2015-05-12.scn
Others - Hypothete - Mat3 Toy.scn
Others - Jimmi Kael Kael - The Barsoom Gate.scn
Others - Kuvkar - BadLand.scn
Others - Lallis - Fire Rose.scn
Other
stefnev1
MODERATOR
Присоединился в Jul 2008
17165 Сообщения
Ullubu
Присоединился в Dec 2011
2463 Сообщения
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