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Últimos mensajes - Página 976

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Dorsai6
Desde en Apr 2013
3459 posts

Resolution Stuff

Espacio de nuevos usuarios
August 19, 2019, 9 respuestas
@Pseudo_Nym

If I understand your message correctly, you are currently downloading cards at 720p resolution and playing them on a display that is 900 pixels high. If that is correct, you will see a better quality show if you download a 1080p resolution. Using a 1080p card will not only require more disk space, but it will require more computing since your computer will be handling more input pixels. A lot depends on the scale you use when playing on the desktop and whether you play full-screen shows. My best recommendation is to download one card you already own at 1080p and see if it looks better to you.

With regard to the 3K cards, they won't do you any good on your current laptop. Your screen is too small and they will require more computing power for no advantage. Your collection is small. Wait till you have the larger monitor and then upgrade. With a 4k monitor you will see a difference with the 3K cards.

I have 3 displays connected to my 2013 Mac Pro.
Phillips 43" 4K
HP 30" 2560 X 1600
HP 23" 1920 X 1080

I normally play iStripper on the 4K display, but I've experimented with it on all three displays and with cards of all four available resolutions. I normally play iStripper in the small mode at a scale of 40% on the 4K. I do this because I'm usually doing other work at the same time. At this scale I see no significant difference between 1080 and 3K cards. 720p cards at this scale are noticeably worse. When I want to see 720 cards (some of my favorite models are only available in 720) I generally reduce the scale to 30% and play only 720 cards for a while. When I want to play some of the really old 480p cards, I reduce the scale to 20% and tolerate the blur. When I increase the scale on the 4K to 70% I can see a difference between 1080p and 3K cards, but I can tolerate it. At 70% 720p cards are ***** to me. At a scale of 90% I only play 3K cards.

A lot depends on your perception and your computer's graphics capabilities. When you upgrade do some experimenting to see what works for you. I never use full-screen scenes, but I understand they make more efficient use of a computer's graphics processors.

Hope this helps.



TheEmu
Desde en Jul 2012
7424 posts

Share your FullScreen - Member Created Scenes here

Todo sobre iStripper
August 18, 2019, 2708 respuestas
@polymorph

The syntax of the animate clause is

animate : time, repeat-type, curve-type, attribute, amplitude

Time is the duration of one cycle of the animation in seconds.

repeat-type is one of

forward - do once in the forward diredtion
backward - do once in he reverse direction
loopforward - as forward but jump back start again when the end is reach
loopbackward - as backward but jump back start again when the end is reach
pingpong - repeat by alternating forward and backward movements

Any misspelling will be interpreted as "forward" (which may be why littleevlme thought that linear could be used as repeat type

curve-type is one of

Linear, InQuad, OutQuad, InOutQuad, OutInQuad, InCubic, OutCubic, InOutCubic, OutInCubic,
InQuart, OutQuart, InOutQuart, OutInQuart, InQuint, OutQuint, InOutQuint, OutInQuint,
InSine, OutSine, InOutSine, OutInSine, InExpo, OutExpo, InOutExpo, OutInExpo,
InCirc, OutCirc, InOutCirc, OutInCirc, InElastic, OutElastic, InOutElastic, OutInElastic,
InBack, OutBack, InOutBack, OutInBack, InBounce, OutBounce, InOutBounce, OutInBounce,
InCurve, OutCurve, SineCurve, CosineCurve

misspellings are treated as linear.

For graphs of the various curves supported by the animate: clause see

https://doc.qt.io/qt-5/qeasingcurve.html

attribute - identifies what is being animated. Many of a scene node's properties can be animated, e.g. pos, rot, size, scale, color, opacity. For the camera node you can animate pos, target and angle.

amplitude is the amount by which the attribute will be varied. This will be a list of one to three values depending on which attribute the is being animated.
littleEvilMe
Desde en Oct 2015
61 posts

Share your FullScreen - Member Created Scenes here

Todo sobre iStripper
August 17, 2019, 2708 respuestas
@polymorph

No tutorial as such, but i can tell you what i know

1. Linear = performs the action once, ie you can make the camera move from its starting position to some other position and that it, no more camera movement after that.
2. Pinpong = performs the action once and then repeats the action in the opposit direction, ie the camera moves from its starting position, moves to the new position and then moves back to the original starting position, then it repeats thais process over and over.

3. Zoom

there are two ways to zoom you can either alter the postion of the camera, or you can alter the angle of the camera (3d cameras only)

So what i do is i start with something like this:

camera {
type: 3D
angle: 15
pos: 900, 850, 3750
target: 0, 1125, -100 (this is the starting position x , y , z (ie left right , up/down , in/out)
ambient: 0.8, 0.0, 0.0

animate: 22, pingpong , inoutcosine , angle , -5, 0, 0 (controls the Zoom)
animate: 22, pingpong , inoutcosine , target , -500, 0, 0 (controls left/right movement)
animate: 15, pingpong , inoutsine , target , 0, -1150, 0 (controls up/down movement)

so for this scene the camera starts at the point x=0 y=1125, then it moves to the left 500 pixels (i guess) over 22 seconds and then back to 0, then repeats (thats the -500 in the 2nd line) and at the same time over 15 seconds its moves upwards from y=1125 to y= -25 then repeats (thats the -1150 in the 3rd line) then over 22 seconds the camera zooms from angle 15 degrees to angle 10 (thats the 1st line) and all of this happens at the same time and creates the movement for your scene. Then all you do is play around with the timings to get the right ratio between the movements so that the camera goes where you want it to, and thats done just by trail and error.

The inoutcosine stuff, this controls how the motion is, ie is is smooth, is it jerky etc etc there is a whole list of differnet commands that you can use to do this, and you just experiment with them to get the desired effect.

Available movement curves:
// Linear, InQuad, OutQuad, InOutQuad, OutInQuad, InCubic, OutCubic, InOutCubic, OutInCubic,
// InQuart, OutQuart, InOutQuart, OutInQuart, InQuint, OutQuint, InOutQuint, OutInQuint,
// InSine, OutSine, InOutSine, OutInSine, InExpo, OutExpo, InOutExpo, OutInExpo,
// InCirc, OutCirc, InOutCirc, OutInCirc, InElastic, OutElastic, InOutElastic, OutInElastic,
// InBack, OutBack, InOutBack, OutInBack, InBounce, OutBounce, InOutBounce, OutInBounce,
// InCurve, OutCurve, SineCurve, CosineCurve, BezierSpline, TCBSpline, Custom, NCurveTypes

hope that helps, have fun creating your scenes, looking forward to seeing what you produce.