I have just uploaded some scenes as can be seen in
http://www.virtuagirl.eu/forumPost.php?foId=3&ftId=29408&storageRemovePostItem=1&gotolastpage=1#post478149
http://www.virtuagirl.eu/forumPost.php?foId=3&ftId=29408&storageRemovePostItem=1&gotolastpage=1#post478149
Tout sur iStripper / Share your FullScreen - Member Created Scenes here
This thread will be Strictly for the member created Scenes for Full Screen and the Screen Saver. list of shared Scenes Thread https://www.istripper.com/forum/thread/42492/1?post=626142 Scene Discussio...
I wanted to give a bit of explanation on problems I encountered in the hope they may be of some help.
Apologies if this gets a litltle rambling - its Friday night and I'm having a drink :-).
The first three abstract shaders in my new scenes are good examples of
@mikedreams problems of the screens lagging because the graphics card is not powerful enough to keep up with the complexity of the shader. Quite often the shader will have a function which is repeated a number of times in a loop in order to produce fine detail in the shader. This is an also known as an iterative function. On lower end graphics cards like mine, the GPU cannot execute the number of iterations quickly enough and consequently the shader and the video can start to stutter.
What I did was to reduce the number of iterations by editing the shader itself. I kept reducing them in small increments until I got to the point where the shader would run without stuttering on my graphics card. The problem here is that the shader loses detail when you do this. The first three shaders I think illustrate this quite well.
The intersecting discs shader (the first one) I only had to do a small reduction in the number of iterations and to my eye there is very little lost in the shader detail.
The second one (The Road to Hell) is an example of the other extreme. The iterative loop in this one was set at 96 and I had to reduce it to 32 to get it to work on my machine. I did like the shader though and thought it looked slighly more "menacing" with the reduced detail. If you have a high end graphics card try putting the iterations back up to 96 and you can see how much detail has been lost.
The third shader is an example of an intermediate result. There is an obvious loss of detail but IMHO this is not sufficient to detract greatly from overall impact of the shader. This is the one that
@EverthangForever and
@TheEmu have been playing around with recently. I apologise for posting it again - I was going to take it out but I thought it may actually be helpful to leave it in as an example.
The other problem I had with some of the shaders was that they were flat and in some cases (Infinite Sierpinski and Glowing Things) a bit boring. Also (I have not posted any of these yet) some of the more psychedelic ones can be a bit bright/glaring.
To get away from the flatness I tried putting in a slightly larger shadow behind the clip to give an impression of depth but this only had a limited effect . The next thing I tried was to overlay another shader over the top. For the intial experiments I used a modified version of the Totem Perforations shader. Again with the more psychedlic/glaring shaders (still a work on progress) this had the effect of redcuing the brightness but still giving the psycheclic effect. I also found it worked with some of the abstract shaders and you can judge this for yourselves.
The problem of the flatness still remained then
@TheEmu and
@EverthangForever started to experiment with using shaders in tunnels. So the next step was to turn the more boring shaders into tunnels. This to my mind is a "no brainer". Again you can judge for yourselves.
Then
@TheEmu introduced transmats and
@EverthyangForever started to experiment with them so I had a "what if" moment and overlaid the tunnel scenes with a tunnel of the Totem Perforations shader. IMHO this worked great in some cases.
I thought all was well and I would upload what I'd worked on for months then I found The Pulse shader uploaded by
@TheEmu. I modified this slightly and I think I hit a "beat" frequency for osme of the heavy rock/blues msuic of my youth. So I started to overlay this on some of the previous stuff I had done.