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Wyldanimal
MODERATOR
Mitglied seit in Mar 2008
16442 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
Vor 5 Tagen, 4848 antworten
I know, that these 3D SBS scenes are reaching a limited audience.
a Member needs to have a 3D TV, or a 3D Projector, or a VR headset with an app to let them watch SBS video.

my go to VR app is Virtual Desktop. this one is a Paid app. I think it's $25 range.
Streamer app
https://www.vrdesktop.net/
Headset App
https://www.meta.com/experiences/virtual-desktop/2017050365004772/


but I have also tried BigScreen, still free in Beta.
Streamer app
https://www.bigscreenvr.com/remotedesktop
Headset App
https://www.meta.com/experiences/bigscreen-beta/2497738113633933/

Both work in a similar fashion.
Install the Streamer on your Desktop.
Make sure your Headset and Desktop are connected to the same network.
The desktop can be Wired to the Network, with the Headset using Wifi.
But both have to be on the same network.

Start the Streamer app on the PC.
Start the App on the Headset, and get them connected.

That's the basics, each one has a few more detailed steps....

One feature I like about Virtual Desktop is I can use the Passthrough video as the behind the screen image.
and then I made a Solid Black background Scene, with a Maxed out Model on it.
Virtual Desktop lets you make the Large Screen Transparent.
So anywhere it's black, the Background Passthrough Video is shown.
Humm, I wonder if there is a Transparent color setting, I'll have to make a suggestion to the developers of Virtual Desktop
to allow selection of the color. Then I could make the background of the Scene match that color.

So now I have the iStripper Models performing right in my environment in the Passthrough video.

Some of them are wearing black, so it affects the black areas on them too, but by careful selection
I can avoid most clothed clips with black...

With the DOLZ NFT's releasing the XR content,
I thought there might be a rise in members using a VR headset.


and even though I can't fully see the 3D effects, I can still enjoy that I'm watching it on a Virtual HUGE Screen.
Calgon
Mitglied seit in May 2022
461 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
Vor 5 Tagen, 4848 antworten
@WA

Notes on random start points for backgrounds
===================================
By referencing a texture by its folder name rather than file name, iStripper would draw one texture at random from the folder. This meant you could build a scene that could look different at every launch depending on which random textures were selected.

@WA has used this in his 3D gallery so that backgrounds chosen are all random. One issue is that when picking multiple backgrounds for a gallery effect the random selection can be a repeat of one already chosen.

I wanted a sequence of shader backgrounds that could play at random with a different start point each time and a random sequence. To play each shader once until it got to the end and then start again but in another random order.

If there's a simple solution to this problem, I couldn't think of one so I thought up a complicated solution instead.

I got around this problem by creating many copies of one image with one pixel changed to encode a serial number.

The scene file would pick one of those images at random and each shader would reference that one random image. The shader then decodes the random serial number:
vec4 vT = gl_TexCoord[0];
float randNum1 = texture(texture1, vec2(0.,0.)).a;

Next some creaky maths then gets each shader to switch itself on and off at a precise time. The shaders are built up on top of each other like in an image gallery however each shader needs to appear to fade into the next so it also needs to know whether the next shader to be shown is above or below it in the hard coded stack in the scn file. If we are above then the current shader will fade out whilst the new one is already visible. If we are below then the shader showing will continue whilst the new shader above will fade in.

For the random(ish) sequence I had the shader code select one random interval from an array of possible intervals and add this interval each scene change. So for example if we started on shader no 3 and the interval was say 7, the 47 shaders would be shown in this order: 3, 10, 17, 24, 31, 38, 45, 52... but 52 is out of range so we cycle back to the beggining 52-47 = 5 and then 5+7 = 12 and so on 19, 26, 33 etc etc

The code for all of this was built into all of the individual shaders, so they all run to the exact same timing, The shaders are called from the scene file with each one having some hard coded extra uniforms so that each one knows its job e.g:

// Scene: 35
// Source: https://www.shadertoy.com/view/sdlXRj
// By: FabriceNeyret2 (...or Forked by)
// Title: flownoise-isolined Britney stric
sprite {

source: Girl, 0
source: Font, 3
size: 3840, 2160
//size: 1920, 1080
uniform: scene_duration, float, 18
uniform: bgnum, float, 35
uniform: maxbgnum, float, 47
shader: fragment, shaders/timed/ti-r-sdlXRj.fsh
//scale: 2.0, 2.0
}

In the above..... this shader "knows" there are 47 shaders in total
uniform: maxbgnum, float, 47

and that it is number 35
uniform: bgnum, float, 35

and that we are showing the sequence in intervals of 18 seconds
uniform: scene_duration, float, 18

It is given a random image file which all other shaders will also receive from which it extracts the random serial number:
source: Font, 3

and hey presto ! Each shader turns itself on and off at the desired time but every time you run the scene it will be different.


@WA
Modifying this to work with a gallery of images instead of shaders should be quite "do-able". It needs the image textures to be hard coded into the scene file by file not folder and then an equivalent number of shader callers in a stack that are coded to switch their gallery image on and off at the required timing.









Wyldanimal
MODERATOR
Mitglied seit in Mar 2008
16442 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
Vor 5 Tagen, 4848 antworten
The other day I was thinking about a quicker way to create a 3D SBS scene.
So I said to myself...
What is one of the simplest 2D scenes examples?

Background 2D
So I looked at that one again....

Why can't I do the same for a 3D scene and create a Background 3D scene?

Screen Capture a SBS 3D background.
use that as the Texture, and then display the Sae clip on the left side and right side of the background.

Simple and Easy SBS 3D Scene
and the Backgrounds can be easily updated, just by adding new SBS images.

So I created it...

and then, I thought .. Now how can I get the Background to Change with the least amount of user interaction?

A trick I've been using for a long time....
Make a duplicate of the same scene, only enable the Scene and it's duplicate
and then the right mouse button, (or the down arrow key ) will switch between the enabled scenes.
Note: The Down Arrow key always ***** the Next Scene to be started, or Reload the current scene if it is the only one
But the Right mouse button, Only works if there is more than one Scene in the Scene Que.

So that is what I did...

Create Two duplicate Scenes, Background 3D-A and Background 3D-B
then Only enable these two scenes
and from the Headset, I can Aim and press button B to get the scene to Change..
and thus see the next random 3D Background...

Then there was some more thoughts...
I had written an app I called Scene Image ***** or SIF for short.
So I could take an Animation / video clip and extract the frames to Still Images.
then using each Image as a Texture and properly constructed timers with Opacity.
I was able to ***** through these images and create an Animation or Video in a Scene.

But I was using the SIF app to ***** through up to 20 Frames per second...

Why couldn't I slow the ***** rate down so that each background image was displayed for 30 seconds or 60 seconds or maybe only 2 seconds..

Just a matter of setting the time durations and the Opacity levels...

So I wrote a new formula for my SIF app to use image Duration instead of Images Per Second.

for 10 images:
with a 60 second duration each.

Start with Image 10, it's opacity can be 1, and no timer is used, so it is by default always full opacity.

Then place Image 9 on top of Image 1, it's Starting opacity is the Image number Time the Duration or 9 x 60 = 540
The timer would then be a linear timer, in a Forward loop and it would control the Opacity
The time would be Total number of images x the duration or 10 x 60 = 600
and the Opacity change would be the inverse or -600

Repeat this process for the rest of the Images 8 through 1
So for Image 8, Start Opacity = 8 x 60 = 480
the timer duration = 600 and the Opacity change = -600

for image 7, Start Opacity = 7 x 60 = 420
Duration =600, change = -600
...
Image 1, Start opacity = 1 x 60 = 60
Duration = 600, change = -600

if Number of Images = NI = 10
and Delay = D = 60
Current Image = CI
Start Opacity = NI x CI
Timer duration = NI x D
Opacity change = - (NI x D ) 'negative of timer duration

this formula will work for any number of images, and Delay...

I put it all together and it works wonderfully...

Now if only I could get the Random backgrounds and the timed background flipping to work together..

Well that works too, but I can't make sure that each image is randomly shown only once...
But each time the scene is played, a new random scene background order is played...

https://virtuastripper.net/SceneImages/@WA_Halloween_Background_3D.jpg