@stripperfan I hope we get to see your creations
Is there a way to include two textures into one sprite's fragment shader?
Automatic 1111 is free.
But if you Don't have the GPU power to run it
https://beta.dreamstudio.ai/
Is very Fast as it's using a Cloud based Server Farm.
At default settings I think you Get 50 Tries for free.
I remember there were scenes someone made that would split the screen into boxes (4, 6, 8, 10, maybe more) with a model in each box. I can't seem to find these, though. Does anyone else remember these or can point me to them? Thanks!
@Wyldanimal - I use two Sources and Combine them in one Shader.thanks , this worked for me, provided that for individual textures
Sources can be Images, Shaders, clips
2 fairly simple questions:
1. Is it possible to turn the sound off when a clip's opacity is set to zero (e.g. during animation)?
2. Is it possible to have >1 clip from a playlist in a fullscreen without disabling 99% of the cards from My Collection entirely?
clip {will only play girls having the bikini tag, you can add more tage to get down to just one card but i dont think you can get down to one clip from that card.
id: Clip
deny: behindtable, top, table, cage, pole, inout
category: bikini
}
don't have the "ET - FractalGarden830.scn" scene. Is this an oversight?Sorry, there is no FG830 . It is a 'number' reserved for the recent update
Just a quick question like that.It doesnt really (totem don't require it), just came out of a discussion about Calgon's scene with the logo. But it might be a good idea as some people make videos and upload them on porn sites, some are affiliates, some are not and should be reported to customer support with a link to the site.
Why does the iStripper logo have to be in the scenes?
@ComteDracula
A partir du moment où tu peux faire une capture d'écran du show et diffuser cette capture ailleurs, le logo est requis puisque la vidéo de la fille appartient à Totem.
texture { //iStripper Logo
id: iStripperLogo
source: Small/iStripper.png
}
camera {
type: 3D
angle: 45
pos: 0, 0, 1240
target: 0, 0, 0
// your scene here
// your scene here
// your scene here
// your scene here
// your scene here
Sprite { //iStripper Logo
pos: -880, 400, 1
scale: 0.25
rot: 0, 0, -90
hotspot: 0.5, 0.5
source: iStripperLogo
}
// end of Camera
}
I was wondering if there is a way to create a random float in a shader that is different every time the shader is run. I see lots of shaders with "noise" but it is the same noise every time the shader runs. I thought I might be able to use the shader input seconds "iDate.w" but I don't know how to capture its value just at the start and then not be updated over time.
Any help appreciated.
float startSecs = iDate.w - iTime;
float randThing = sin(startSecs);
uniform vec4 iDate;
Have you declared iDate as a uniform vec4 in the shader preamble ?
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