Age Verification
This website contains age-restricted material including nudity and explicit content. By entering, you confirm being at least 18 years old or the age of majority in the jurisdiction you are accessing the website from.
I am 18+ or older - Enter
I am under 18 - Exit
Our parental controls page explains how you can easily block access to this site.

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

  Forum / Alles über iStripper

EverthangForever
Mitglied seit in Oct 2009

2432 Beiträge
18. February 2022 (edited)
@Comtedracula - I wanted to tell you that the FG170 scene does not compile on my PC. The background remains beige.
I do not understand why FG170 does not compile on your rig. I show no vghd.log Error on my PC 😕
https://www.istripper.com/forum/thread/29408/69?post=737346
Alles über iStripper / Share your FullScreen - Member Created Scenes here
@EvertangForever, thanks again for your work. I wanted to tell you that the FG170 scene does not compile on my PC. The background remains beige. The FG173, FG175 & FG176 scenes use 100% of my graphics...
Essayez de modifier ET - FractalGarden170.scn comme ci-dessous. Voyez si cela fonctionne
sprite {
hotspot: 0.5, 0.5
pos: 0, 0, 90
source: Torus //change from Torus2
size: 1920, 1080
scale: 1, -1
shader: fragment, Shaders/bub/higher contrast than averageMod01.fsh
}

Also

clipSprite {
pos: 0, 200, 500
sittingHeight: 300
standingheight: 380
resolution: 1 //change from 20
scale: -1.0, 1.0
source: Clip
}
ComteDracula
Mitglied seit in Aug 2017

1255 Beiträge
18. February 2022 (edited)
I made the change, and I end up with a black wallpaper.

J'ai fait le changement, et je me retrouve avec un fond d'écran noir.

2022-02-18T03:01:44 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_VENDOR: NVIDIA Corporation]
2022-02-18T03:01:44 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_RENDERER: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2]
2022-02-18T03:01:44 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_VERSION: 4.6.0 NVIDIA 511.79]
2022-02-18T03:01:44 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA]
2022-02-18T03:01:44 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL version: "4.6"]
2022-02-18T03:01:44 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL features: ("Multitexture", "Shaders", "Buffers", "Framebuffers", "BlendColor", "BlendEquation", "BlendEquationSeparate", "BlendFuncSeparate", "BlendSubtract", "CompressedTextures", "Multisample", "StencilSeparate", "NPOTTextures", "NPOTTextureRepeat", "FixedFunctionPipeline")]
2022-02-18T03:01:44 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture features: ("ImmutableStorage", "ImmutableMultisampleStorage", "TextureRectangle", "TextureArrays", "Texture3D", "TextureMultisample", "TextureBuffer", "TextureCubeMapArrays", "Swizzle", "StencilTexturing", "AnisotropicFiltering", "NPOTTextures", "NPOTTextureRepeat", "Texture1D")]
2022-02-18T03:01:44 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture units: 32]
2022-02-18T03:01:44 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture max size: 32768]
EverthangForever
Mitglied seit in Oct 2009

2432 Beiträge
18. February 2022 (edited)
Excusez-moi @ComteDracula et tout le monde. Mon mauvais, j'avais laissé un dossier d'auteur (bub) de côté, lors de la compilation du zip. Tout est corrigé maintenant . Veuillez donc supprimer l'ancien
ET_FractalGarden169-177.zip et le télécharger à nouveau. Merci beaucoup
---
Apologies @ComteDracula and everybody. My bad, I had left an author folder (bub) out, when compiling the zip. All is fixed now . So please delete your old ET_FractalGarden169-177.zip and re-download-extract again . Thanks a lot 👍

https://scenes.virtuastripper.net/ET_FractalGarden169-177.zip

zip size = 168 Kb .
Extract the zip straight to ..scenes/ folder. Allow merged folders
and to overwrite any existing same name file
ComteDracula
Mitglied seit in Aug 2017

1255 Beiträge
18. February 2022
The FG170 is working fine now. Thank you. 😊

La FG170 fonctionne bien maintenant. Merci. 😊
Philours
Mitglied seit in Feb 2019

1599 Beiträge
18. February 2022
Merci @EverthangForever pour ces nouvelles scènes qui fonctionnent pour moi 😊 FG170 est un peu surprenante au début avec son fond presque entièrement vert, mais cela change rapidement 😆
FG173 est toujours impossible à jouer. je ne sais pas ce qu'il y a dans cette animation, mais cela va même jusqu'à provoquer l'écrasement de iS 😲
Thanks @EverthangForever for these new scenes that work for me 😊 FG170 is a bit startling at first with its mostly green background, but that changes quickly 😆
FG173 is still unplayable. I don't know what's in this animation, but it even goes so far as to cause iS to crash 😲
EverthangForever
Mitglied seit in Oct 2009

2432 Beiträge
18. February 2022 (edited)
@Philours C'est vrai FG173 se bloque même dans l'original
Formulaire WebGL sur la page de l'auteur dans Shadertoy.
Pour certains, il compile ici afin que nous puissions apprécier
ce que c'est.. une forêt givrée. Je ne peux pas faire l'éloge de l'
Communauté Totem suffisante pour aider et vouloir
ces conversions de shader fonctionnent. Si cela inspire
tout nouveau rédacteur de code, s'il aide les auteurs existants
alors vous auriez fait partie de ce résultat.
IMHO, c'est quelque chose dont nous pouvons tous être fiers.
---
Thats right FG173 even crashes in the original
WebGL form on the author's page in Shadertoy.
For some it compiles here so we can appreciate
what it is.. a ' Frosty Forest.' I cannot praise the
Totem community enough for helping and wanting
these shader conversions to work. If it inspires
any new code writers, If it helps existing authors
then you would have been a part of that outcome.
IMHO, that is something we can all be proud of.
Z22
Mitglied seit in Aug 2017

1166 Beiträge
24. February 2022
Work in progress

https://drive.google.com/file/d/1jUOwUSbeq1XtD4vcLkSdO3Uv8uNLrFQu/view?usp=sharing

need to figure out the shadow cast on the girl and the rear of the gyroid refracting through the front.
Z22
Mitglied seit in Aug 2017

1166 Beiträge
24. February 2022
Philours
Mitglied seit in Feb 2019

1599 Beiträge
24. February 2022
Merci pour ces deux scènes @Z22 Surprenant 😎👍
Thank you for these two scenes @Z22 Surprising 😎👍
EverthangForever
Mitglied seit in Oct 2009

2432 Beiträge
24. February 2022 (edited)
Really superb work @Z22. Love it lots.
Couple of points:
Like ages ago, I found its limited application for these
because its relying on empty textures. The shaders will
grab every available texture which excludes us using
model clipnamesprites or even logos in the .scn

While messing around with this..

Each time I applied a shader to a shader
I invert the contents unless I apply
an even number of 'em down the framebuffers chain.
thats cool, and it is easy enough to invert whats
there using sprite (scale: 1, -1) parameter later in
the unshadered camera sprite nodes.

I don't know if it was just the scale of the matching
shadered clips getting out of wack, however I found it
overcame some problems of stuttering by repeating
the size parameter in each nested sprite, (when say using 3D
camera zooming) the way we do for nested quads like below.

framebuffer
{
id: Girl
size: 3840, 2160
pos: 1920, 1080

clipSprite
{
size: 3840, 2160 //<----
pos: 0, 1080
standingHeight: 1850
sittingheight: 1600
source: Clip
}
}
Z22
Mitglied seit in Aug 2017

1166 Beiträge
24. February 2022
The shaders will
grab every available texture which excludes us using
model clipnamesprites or even logos in the .scn
oops, i forgot to add the "empty" directory
I found it
overcame some problems of stuttering by repeating
the size parameter in each nested sprite, (when say using 3D
camera zooming) the way we do for nested quads like below.

framebuffer
{
id: Girl
size: 3840, 2160
pos: 1920, 1080

clipSprite
{
size: 3840, 2160 //<----
pos: 0, 1080
standingHeight: 1850
sittingheight: 1600
source: Clip
}
}
good to know
EverthangForever
Mitglied seit in Oct 2009

2432 Beiträge
24. February 2022 (edited)
The way you tweeked MetaGlass_u.fsh in the v1.1 is very cool 😎😵
EverthangForever
Mitglied seit in Oct 2009

2432 Beiträge
24. February 2022 (edited)
Z22
Mitglied seit in Aug 2017

1166 Beiträge
24. February 2022 (edited)
The way you tweeked MetaGlass_u.fsh in the v1.1 is very cool 😎😵
Have added fake specular highlight and the back of the gyroid now "refracts" the background.
Seeing if i can get the back to "refract" through the front now.

think its going to be spagetti code.
Z22
Mitglied seit in Aug 2017

1166 Beiträge
EverthangForever
Mitglied seit in Oct 2009

2432 Beiträge
24. February 2022
@Z22 Oh WoW.. version 1.2 is a very powerful &
progressive combination shader work.
I can't stop watching it TBH... So realistic.
The refraction displacement/colors are just right.
Gotta get some sleep. When I get back here I'll
be using Beyond Compare to step through your
code development changes. Excellent outcome this.
Congrats Maestro 😵😎👌👍
Z22
Mitglied seit in Aug 2017

1166 Beiträge
24. February 2022
https://drive.google.com/file/d/1vCL7rV7vQo7IsXUET2AKusSlMGIfTwXT/view?usp=sharing

A less gairish version with "free" internal reflections.
ComteDracula
Mitglied seit in Aug 2017

1255 Beiträge
25. February 2022
Thank you very much @Z22. Excellent work. 😊

Merci beaucoup @Z22. Excellent travail. 😊
Z22
Mitglied seit in Aug 2017

1166 Beiträge
25. February 2022 (edited)
clipSprite
{
size: 3840, 2160 //<----
pos: 0, 1080
standingHeight: 1850
sittingheight: 1600
source: Clip
}
}

actually throws up an error, unsuported "size"

the stuttering fix must be a placebo or a bug.
Z22
Mitglied seit in Aug 2017

1166 Beiträge
25. February 2022
V1.4

https://drive.google.com/file/d/1UpLGCQU7I8UpeFQMi1w-iTeViSzY7d3O/view?usp=sharing

Had the normals the wrong way round, the refraction looks much better now and has actual image reversals so a bit more realistic.

A simple change from
vec3 cm = vec3(0.98,1.0,0.99)*dif;;

to
vec3 cm = vec3(1.9,1.9,1.9)-dif;

is creating the "emisive" light. Really just the going from times to minus is the main reason.
Philours
Mitglied seit in Feb 2019

1599 Beiträge
25. February 2022
@Z22, @EverthangForever, On peut dire que les amateurs de scènes sont comblés grâce à vous pour le moment😊👍 Merci.

@ET, j'ai également testé vos dernières scènes avec la même carte 4K Les résultats sont similaires à ceux de @ComteDracula : Secousses avec FG179, un peu moins avec FG178 et légères avec FG186. Les autres scènes semblent s'exécuter normalement de manière fluide 👌

@Z22, @EverthangForever, We can say that scene lovers are delighted thanks to you for the moment 😊👍 Thank you.

@ET, I also tested your last scenes with the same 4K card Results are similar to @ComteDracula: Shakes with FG179, a little less with FG178 and light with FG186. Other scenes seem to run normally smoothly 👌
ComteDracula
Mitglied seit in Aug 2017

1255 Beiträge
25. February 2022
@Philours, la scène FG183 compile t'elle pour vous, car pour moi non ?

@Philours, does the FG183 scene compile for you, because for me not?
Socialhazard
Mitglied seit in Nov 2020

1145 Beiträge
25. February 2022
@EverthangForever

FG183 has a beige background.

2022-02-25T04:49:35[] WARNING[QOpenGLShader::compile(Fragment): 0(74) : error C1115: unable to find compatible overloaded function "texture(sampler2D, vec2, float)"
0(120) : error C1115: unable to find compatible overloaded function "texture(sampler2D, vec2)"]
2022-02-25T04:49:35[] WARNING[*** Problematic Fragment shader source code ***
ComteDracula
Mitglied seit in Aug 2017

1255 Beiträge
25. February 2022
OK thanks for the confirmation @Socialhazard. Same goes for me. 😊

OK merci pour la confirmation @Socialhazard. Même chose pour moi. 😊
Socialhazard
Mitglied seit in Nov 2020

1145 Beiträge
25. February 2022
No problem. 👍 😎

Also, I dunno how I can help with the stutter testing because I only use 720p or 1080p cards. 😕 I'll do what I can. 😀
ComteDracula
Mitglied seit in Aug 2017

1255 Beiträge
25. February 2022
Personally I don't have the exact answer. But I think it's due to the fact that the combination of 4K cards plus the scene demanding graphics on our graphics cards, which make them work at 100% during playback, certainly has an impact on jerks. But I can't confirm this, not being able to change my graphics card at the moment.

Personnellement je n'ai pas la réponse exacte. Mais je pense que c'est dû au fait que la combinaison de cartes en 4K plus des graphiques exigeant au niveau des scènes sur nos cartes graphiques, qui les font fonctionner à 100% lors de la lecture,, a certainement un impact sur les saccades. Mais je ne peux le confirmer, Ne pouvant changer ma carte graphiques actuellement.
Philours
Mitglied seit in Feb 2019

1599 Beiträge
25. February 2022
@Philours, la scène FG183 compile t'elle pour vous, car pour moi non ?

Et bien chez moi cette scène fonctionne bien 😀 Cela peut paraitre étrange mais c'est la réalité 😄😄😄😄

Well at home this scene works well 😀 It may seem strange but it's the reality 😄😄😄😄
Socialhazard
Mitglied seit in Nov 2020

1145 Beiträge
25. February 2022 (edited)
@ComteDracula

Maybe. I use CPU render because my GPU cannot play the cards themselves. A new graphics card might solve some of my problems. My GPU is often at 100% with the trouble scenes but doesn't always produce stutter. It is mysterious to me. 😕

@Z22

V1.4 Looks great. 👍 😎
Socialhazard
Mitglied seit in Nov 2020

1145 Beiträge
25. February 2022
@Philours

👍 😄 😎
Z22
Mitglied seit in Aug 2017

1166 Beiträge
25. February 2022 (edited)
@ComteDracula

Maybe. I use CPU render because my GPU cannot play the cards themselves. A new graphics card might solve some of my problems. My GPU is often at 100% with the trouble scenes but doesn't always produce stutter. It is mysterious to me. 😕

@Z22

V1.4 Looks great. 👍 😎
Thanks.
CPU render is a desktop only thing, fullscreen scenes always use the GPU.

Noch keine Teilnahmeberechtigung

Als ein Gratisnutzer von iStripper bist du nicht berechtigt Beiträge zu schreiben oder neue Topics zu starten.
Aber du hast Zugriff auf die grundlegenden Bereiche und kannst unsere Community kennen lernen