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Discussions for Scenes for Version 1.2.X Fullscreen Mode here

  Forum / Everything about iStripper

ComteDracula
Joined in Aug 2017

1292 post(s)
July 25, 2023
Thank you so much @EvethangForever.

All the scenes work well for me. 😊


Merci beaucoup @EvethangForever.

Toutes les scènes fonctionne bien pour moi. 😊
Calgon
Joined in May 2022

367 post(s)
July 25, 2023
@EverthangForever

FGA149-FGA163
Fifteen selected WebGL shaders remixed & converted to OpenGL

Thanks ! I've collected 2,100 shaders to date but you still find ones I haven't added to my collection.
Calgon
Joined in May 2022

367 post(s)
July 25, 2023
64 Bit has made some amazing changes to what is possible in Fullscreen.

More girls....
I have a carousel of 16 girls running at nearly 60 fps

More shaders...
The "Journey" scene I posted here:
https://www.istripper.com/forum/thread/27449/152?post=765177
Everything about iStripper / Discussions for Scenes for Version 1.2.X Fullscreen Mode here
Here's a little something I knocked together after breakfast..... for the last couple of months. 😱 Not sure it will run on everyone's rig so I'll put it in this forum for now and maybe people can let...
this used 50 shaders as backgrounds. Under 64 bit the display method can handle 150 shaders without issue.



ComteDracula
Joined in Aug 2017

1292 post(s)
July 25, 2023
@Calgon, are you sure you've updated your Journey scene?

When I compare the files, I can't really see any difference.

@Calgon, êtes-vous certain d'avoir fair une mise à jour de votre scène Journey ?

Lorsque je compare les fichiers, il me semble ne pas voir vraiment de différence.
Calgon
Joined in May 2022

367 post(s)
July 25, 2023
@Calgon, are you sure you've updated your Journey scene?

@ComteDracula

I haven't released anything.... I was just saying that the method I use to build the scene can handle 150 backgrounds without issue under 64bit version of iStripper
ComteDracula
Joined in Aug 2017

1292 post(s)
July 25, 2023
Sorry, I misunderstood @Calgon.

Thanks for the clarification.


Désolé, j'avais mal compris @Calgon.

Merci de la précision.
EverthangForever
Joined in Oct 2009

2477 post(s)
July 25, 2023 (edited)
@Calgon
I think @WA mentioned the 50 shaders aren't all 100% active, only one working at a time.

In fullscreen I used iS version 1.2.524 64bit for a while however
found the new dropdown menu system a tad unpleasant to use code around
so I've now (temporarily) reverted back to iS version 1.2.378 32bit.

To test, I did try a normal conversion of Canyon Roller.fsh by dr2
https://www.shadertoy.com/view/4tlGDM in a 1920 x 1080 full screen
3Dcamera pos using 64bit iS, but found that the jerkiness still remained *****
for both the model animation and the shader in Fullscreen.
Wyldanimal
MODERATOR
Joined in Mar 2008

3960 post(s)
July 25, 2023 (edited)
I think @WA mentioned the 50 shaders aren't all 100% active, only one working at a time.

All of the shaders are RUNNING simultaneously.
But because of the Timer code
only two are ever Generating a Display, the rest are transparent.
So this reduces the Load on the GPU as it only has to Show, one shader at a time, or Two during the Transition.

But it is still doing the calculating for all 50 shaders at the same time..
Calgon
Joined in May 2022

367 post(s)
July 26, 2023
@EverthangForever

To test, I did try a normal conversion of Canyon Roller.fsh by dr2
https://www.shadertoy.com/view/4tlGDM in a 1920 x 1080 full screen
3Dcamera pos using 64bit iS, but found that the jerkiness still remained *****
for both the model animation and the shader in Fullscreen.

I get about 45fps on that one. If they go below 30fps I've usually been deleting them from my collection... depending on how good I think they are.
Wyldanimal
MODERATOR
Joined in Mar 2008

3960 post(s)
July 26, 2023
To test, I did try a normal conversion of Canyon Roller.fsh by dr2
https://www.shadertoy.com/view/4tlGDM in a 1920 x 1080 full screen

I'm getting about 5 FPS at 1080p
In the smaller preview window I see 12 FPS tops, 9 FPS average.
All my FANS kick in to full speed..
EverthangForever
Joined in Oct 2009

2477 post(s)
July 26, 2023 (edited)
@Calgon said..If they go below 30fps I've usually been deleting them from my collection... depending on how good I think they are.

Same here... Even If there was an improvement , I would still be reluctant to publish these 'borderline' shader conversions until most members are seen to be using 64bit iS. Even Shadertoy's original WebGL Canyon Roller runs at only 4 or 5 fps on my home rig browser fullscreen..I live in hope that Totem will come up with some better management of memory in their platform eventually, but that appears to be a hard ask :-(

Its been good to have @ComteDracula 's vetting of each batch up till now for that reason. Tks for that 👍
Wyldanimal
MODERATOR
Joined in Mar 2008

3960 post(s)
July 26, 2023
Even Shadertoy's original WebGL Canyon Roller runs at only 4 or 5 fps on my home rig browser fullscreen..

And Shadrer Toy's browser app is already optimized for 64 bit.
So there wouldn't be any Improvement running it Full Screen on iStripper 64 bit.
Wyldanimal
MODERATOR
Joined in Mar 2008

3960 post(s)
July 26, 2023
I get about 45fps on that one.
You must have one heck of a kick Ass System
if you can run that Full Screen at 45 Frames per second.
Calgon
Joined in May 2022

367 post(s)
July 26, 2023
You must have one heck of a kick Ass System
if you can run that Full Screen at 45 Frames per second.

Probably the graphics card... it's a GeForce RTX 3080
Calgon
Joined in May 2022

367 post(s)
August 2, 2023
Thanks @EverthangForever

A170ct is a bit "racey" making the stage move ! Shocking really.
EverthangForever
Joined in Oct 2009

2477 post(s)
August 2, 2023 (edited)
Sure, & the brief zoom out of the closeup view was
really only intended to glimpse the iStripper Logo. wink.
ComteDracula
Joined in Aug 2017

1292 post(s)
August 3, 2023
Thank you @EverthangForever. 😊

First quick observation, the logo "small_logoFractalgardenA170ct.png" does not exist.



Merci @EverthangForever. 😊

Première rapide observation, le logo "small_logoFractalgardenA170ct.png" n'existe pas.

EverthangForever
Joined in Oct 2009

2477 post(s)
August 3, 2023 (edited)
@ComteDracula merci d'avoir signalé que le "small_logoFractalgardenA170ct.png" manquait
Le zip a été mis à jour maintenant pour l'inclure.
--
@ComteDracula thanks for reporting the"small_logoFractalgardenA170ct.png" was missing
The zip has been updated now to include it . ct means for 'closeup table'

https://scenes.virtuastripper.net/ET_FractalGardenA164-A175.zip

zip size = 873 Kb
ComteDracula
Joined in Aug 2017

1292 post(s)
August 3, 2023
All scenes checked.

They all work correctly. Beautiful visual effects.

They don't require much from the graphics card and fps are at the right frequency.

No jerking.

The FG-A174 scene, with its endless triangles, is an interesting optical illusion.

Many thanks again @EverthangForever. 😊


Vérification faite de toutes les scènes.

Celles-ci fonctionnent toutes correctement. Très beaux effets visuels.

Elles ne demandent pas beaucoup au niveau de la carte graphique et les fps sont à la bonne fréquence.

Aucune saccade.

La scène FG-A174, est intéressante au niveau de l'illusion d'optique, avec ses triangle sans fin.

Encore un grand merci @EverthangForever. 😊
EverthangForever
Joined in Oct 2009

2477 post(s)
August 5, 2023 (edited)
https://www.istripper.com/forum/thread/29408/80?post=768906
Everything about iStripper / Share your FullScreen - Member Created Scenes here
--- French translation is in Discussion --- EndlessShaders Project If you are a single screen user you might need to Print this out... Installing @WA 's RandomShader.exe app into your ../scenes/ET Sce...
EndlessShaders Project
Si vous êtes un utilisateur à écran unique, vous devrez peut-être imprimer ceci...

Installation de l'application RandomShader.exe by @WA dans votre .. /scenes/ET Scenes/Shaders

Décompressez le EndlessShaders01.zip uniquement dans le dossier .. /Scenes

https://scenes.virtuastripper.net/EndlessShaders01.zip

Cela place trois fichiers dans /ET Scenes/Shaders
(C) RandomShader01.scn
(C) RandomShader02.scn
RandomShaders.exe (l'application version 10.0.01 par WildAnimal)

Pour les faire fonctionner pour ET Scenes .. Si vous souhaitez exécuter uniquement
Scènes en gros plan, désélectionnez toutes les autres scenes
ie: Sur votre page Galerie plein écran d'iStripper
Désactiver toutes les scenes (Cntrl A - Décocher) sauf laisser actif
(C) RandomShader01.scn & (C)RandomShader02.scn

Prochain
Aller aux scenes/Scenes ET/Shaders
Vous devriez trouver RandomShader.exe ici. Cliquez avec le bouton droit >Créer un raccourci et faites-le glisser
raccourci vers votre bureau, (double-clic) et appliquez les modifications suivantes
dans la boîte de dialogue de configuration du programme qui s'ouvre pour RandomShader.exe.

Cliquez en bas de la case PAUSE !
Accédez à ..
C:\Users\your_computer_name\AppData\Local\vghd\data\scenes\ET Scenes\Shaders\
Cochez Utiliser un chemin personnalisé
Cochez Utiliser les sous-dossiers &
Copiez ce chemin dans votre
Chemin d'accès source personnalisé aux nuanceurs
C:\Users\your_computer_name\AppData\Local\vghd\data\scenes\ET Scenes\Shaders\
Faites de même.. coller dans votre
Chemin de destination personnalisé pour Random.fsh
C:\Users\your_computer_name\AppData\Local\vghd\data\scenes\ET Scenes\Shaders\
Enregistrer les chemins***
Temps défini sur Secondes 30,0 (environ égal à 12 mesures de musique)
Cochez à la fois 'Random' et 'Push Scene Change'

appuyez sur Continuer avant de démarrer votre Plein écran
Appuyez sur Pause lorsque vous avez quitté votre écran complet et que vous pouvez reconfigurer
Appuyez sur Quitter pour fermer RandomShader
ComteDracula
Joined in Aug 2017

1292 post(s)
August 5, 2023
Thanks @EverthangForever for the translation.

As for the installation described, since I don't see the point of doing it, and it's mostly aimed at designers. I'm not going to do this installation.


Merci @EverthangForever pour la traduction.

Pour ce qui est de l'installation décrite, comme je ne vois pas l'utilité pour moi de le faire, et que cela s'adresse surtout aux créateurs. Je ne vais pas faire cette installation.
EverthangForever
Joined in Oct 2009

2477 post(s)
August 5, 2023 (edited)
@ComteDracula thanks for the feedback
You may have misunderstood. This has nothing to do with writing on the screen
or designers. It is for everyone who enjoys endless Table only scenes in close-up.

@ComteDracula merci pour les commentaires
Vous avez peut-être mal compris. Cela n'a rien à voir avec l'écriture à l'écran
ou des designers. C'est pour tous ceux qui aiment les scènes sans fin de table seulement en gros plan.
ComteDracula
Joined in Aug 2017

1292 post(s)
August 5, 2023 (edited)
Thanks @EverthangForever.

No, I hadn't understood. I thought it was indeed for the titles described by @Wyldanimal.

But it all seems very complicated. I'm not sure I want to do all these manipulations, just for close-up table scenes.

Thanks again for the explanations. 😊


Merci @EverthangForever.

Non en effet je n'avais pas compris. Je croyais que c'était en effet pour les titres décrit par @Wyldanimal.

Par contre tout cela me semble bien compliqué. Je ne suis par certain de vouloir faire toutes ces manipulations, juste pour des scènes de table en gros plan.

Merci encore à vous pour les explications. 😊
EverthangForever
Joined in Oct 2009

2477 post(s)
August 5, 2023 (edited)
Pls Note that people using the
RandomShaders.exe program may have some issues:
  • It is running immediately when you turn it on
Settings for:
  • Use SubFolders
  • Random
  • Push Scene Change
are not preserved & must be re-entered
each time the program is opened.
Wyldanimal
MODERATOR
Joined in Mar 2008

3960 post(s)
August 5, 2023 (edited)
Pls Note that people using the
RandomShaders.exe program may have some issues:
It is running immediately when you turn it on

To keep the newer Versions Backward compatible with the 1st version I released.

when you start the App,
it defaults to running.
The only thing it does, when started is to pick a random Shader from the Folder where the app is started from.
This is the reason that the App has to be extracted to your Shaders folder where all of the shaders are stored.


To Use any of the Newer Features:
You should click the PAUSE button 1st.


Then make any changes to the Other settings

If it is desired, That the App Remeber the Last use Settings, and apply them on the Next Start?
I can add that to the Next Version
Question:
Should it remeber Scene Capture and the Capture rate?
So that the next time you start it, it will then automatically start the scene captures again?


Why I created it:

There are so many good shaders that create amazing backgrounds.
To watch them all
I need to have 1000 or more Scenes in the scene folder.
very had to manage them all

Since MOST of these shaders needed no other inputs from the scene to work properly
I wanted a way to use just a Single Scene File to cycle through All of the Shaders.

So the 1st version was
  • Start the App
( it changed to a new random shaders every 5 seconds )
  • Play the Scene
then use the Keyboard Down Arrow to reload the scene see a new Random shader.

That is why the new version still start running in this basic mode,
Start the App
Play the scene.

I can watch and go through the 1000 plus Shaders, using a Single Scene in my Scenes folder.
Wyldanimal
MODERATOR
Joined in Mar 2008

3960 post(s)
August 5, 2023 (edited)
Where do I keep all of the Shaders?

I started to copy all of the Shaders in to a common Shader folder, stored on my remote NAS.
So Instead of having them All in the iStripper Data Scenes folder
I have them in a Network Share.

So How do I access them????
Well that is where the Custom Path idea came from.
Allow the App to use a different path than the one it starts in.

Many of the shared Scenes, use a Subfolder for the Shaders.
So instead of Manually coping all of the Shaders to this Newtwork share
I copy the subfolders.

And that is where the Use SubFolders came from.
So you can set a Custom Path to the Master Shaders folder, and the it will scan all of the Subfolders and make a complete list
of ALL of the shaders in ALL of the folders.

And then, I added the Save and Load methods.
so once you set up the custom folder Paths.
you can Save these, and load them the next time.

it is BEST to Click on the PAUSE button 1st
so you can change the settings...
Wyldanimal
MODERATOR
Joined in Mar 2008

3960 post(s)
August 5, 2023 (edited)
I don't want to use the keyboard to reload the scene to see a new Shader.

I want to start the scene, and just have it cycle through the shaders automatically

That is the Idea of the PUSH scene change settings.
5 seconds is too quick... I want it to wait more than 5 seconds.

You can change the Setting of the timer for how often to pick a new Random shader.
and then you can check a check box to push a reload of the scene.

It defaults to 15 seconds between random Shaders.

What if I don't want them Randomized? I want to play them in Sequential Order.
There is a Check Box to change from Random to Sequential.

it is BEST to Click on the PAUSE button 1st
so you can change the settings...



NOTE: When the Push Scene Change is Active.
the FOCUS is taken from any app you are currently using
and Given to VGHD,exe
so That VGHD.exe is then the App that Receives the Change Scene command.
I can't tell VGHD.exe to relaod the Scene, unless it Has the FOCUS.

If you want to use a different app while the Random Shader app is running
Always PAUSE it 1st.


EverthangForever
Joined in Oct 2009

2477 post(s)
August 6, 2023 (edited)
@Wyldanimal Thanks for creating this amazing RandomShaders app.
i get some interesting renders by combining preset shaders in some of my
(C) RandomShader0x scenes provided they are the only scenes active during play.
A shader acting on a different shader which has been rendered as a sprite, or from a new texture derived from an open directory, is often quite inspiring to see.

The problem with doing all that comes from users having to selectively re-activate all their favorite scenes again after use. An irksome prospect no doubt with thousands of shaders because there may be lots of try-outs / failures / duplicates in peoples' /Shaders folder usually left un-activated.
Possible remedy, is to copy the marked favorites alone into a new folder and reset the app paths
in our (C) RandomShader scenes. It would be brilliant of Totem if watching a shader in the old 'working' folder, one could hot-key copy that shader over to the new favs folder. Might need 2 copies of RandomShaders.exe then available with different path settings for playing with that..(yikes ;-)

If it is desired, That the App Remeber the Last use Settings, and apply them on the Next Start?
I can add that to the Next Version
Question:
Should it remeber Scene Capture and the Capture rate?
So that the next time you start it, it will then automatically start the scene captures again?
  • Remember the Last use Settings - Yes please 😊
  • Remember scene Capture - Ok, as an option only. No automatic start of capturing process
or of visible path writing pls
EverthangForever
Joined in Oct 2009

2477 post(s)
August 6, 2023 (edited)
TheEmu 's Tunnel A shader is particularly undemanding for seeing shaders acting on shaders
in the way described above. Try using this as an alternative (C) RandomShader03.scn
in my../ET Scenes when running RandomShader.exe
minVersion: 1.2.0.80

clip {
id: Clip
allow: table
deny: pole, top, inout, cage
nameGlowColor: 0, 1, 1
}

texture {
id: Sweet
source: ETImages/Plaftexrot01
}
texture {
id: ppcstage
source: ETImages/Plaftexrot01/PPstageMini.png
}

framebuffer {
id: Clipx
size: 960, 540 //reduced to half size for clip from 1920, 1080
source: Clip
}

framebuffer {// using the Random.fsh shader
id: Sweet01
source: Sweet
size: 1920, 1080
pos: 0, 0, 0
scale: 1.0, -1.0
shader: fragment, Shaders/Random.fsh
}

framebuffer {// invert the Random.fsh shader
id: Sweet02
source: Sweet01
size: 1920, 1080
pos: 0, 0, 0
scale: 1.0, -1.0
shader: fragment, Shaders/TheEmu - Null.fsh
}


camera {
type: 3D
angle: 45
pos: 0, 0, 1272 //1382 //1092 //

sprite {
source: Sweet02
size: 1920, 1080
hotspot: 0.5, 0.5
pos: 0, 0, 0
shader: fragment, Shaders/TheEmu - Tunnel A.fsh
uniform: center, vec2, 0.0, 0.0
uniform: shape, vec2, 1.0, 0.0 //square tunnel
uniform: speed, float, 0.08 //0.1
uniform: fade, float, 0.62 // depth of fade from vanishing point. Higher values bring fade pingpong
uniform: fadeColour, vec3, 0.82, 0.82, 0.82 // full red,green,blue = 1.0 gives white fade
uniform: zScale, float, 2.0
uniform: gapSize; float, 2.0
uniform: tileScheme, int, 1
}

sprite {
pos: 0, 210, 685
size: 448, 64
hotspot: 0.5, 0.5
source: ppcstage
scale: 1.85, 1
animate: 23, pingpong, outexpo, pos, 0, -27, 140
}

//model center
clipSprite {
pos: 0, 205, 700
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -1.0, 1.0
source: Clipx
animate: 23, pingpong, outexpo, pos, 0, -27, 140
}

clipNameSprite {
source: Clip
pos: 360, 224, 565
scale: 0.32, 0.32
}
}// end of the camera node

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