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Discussions for Scenes for Version 1.2.X Fullscreen Mode here

  Foro / Todo sobre iStripper

Z22
Desde en Aug 2017

1166 posts
November 17, 2022
Less of a bug and more i forgot to add it.
Z22
Desde en Aug 2017

1166 posts
November 17, 2022 (edited)
https://www.istripper.com/forum/thread/29408/75?post=751847
Todo sobre iStripper / Share your FullScreen - Member Created Scenes here
Sexual Predetor 1.1 Cleaner normal map creation which doesnt create the hard edges. https://drive.google.com/file/d/1qGzWwrmC7so5GT38tljaKAdml9FdZ-iJ/view?usp=share_link
@Calgon @ET

You should replace GetNormal3Oct.fsh with Refract.fsh

Gives a cleaner result without the high return on hard edges and doesnt use 3 input girls (there was a weird thing going on with them anyway)

edit: dangit, still forgot to add the scale: -1.0,1.0
Socialhazard
Desde en Nov 2020

1145 posts
November 17, 2022 (edited)
No you didn't, your just being nice. 😎... 😕 I think. Not like I am checking your work. Because I can't.
Z22
Desde en Aug 2017

1166 posts
November 17, 2022
No you didn't, your just being nice. 😎... 😕 I think. Not like I am checking your work. Because I can't.

Well if a girl comes and the writing is backwards i did.
Socialhazard
Desde en Nov 2020

1145 posts
November 17, 2022
LMAO!
Calgon
Desde en May 2022

324 posts
November 17, 2022
@Z22

Maybe i didnt notice that type was upside down, but most of my scenes have shaders as inputs to other shader and never had a problem with y being flipped.@Calgon Could i see your scn code plz?

I DM'd a link to my current project as it's not yet awesome enough to put on here.
ComteDracula
Desde en Aug 2017

1255 posts
November 17, 2022 (edited)
Thanks @EverthangForever and @Z22

Corrections made on the FG738 and Sexual Predetor 1.1 scenes

The 2 scenes are now correct. 😊


Merci @EverthangForever et @Z22

Corrections faite sur les scènes FG738 et Sexual Predetor 1.1

Les 2 scènes sont maintenant correctes. 😊
EverthangForever
Desde en Oct 2009

2432 posts
November 17, 2022 (edited)
Updated FG738 in the zip. ie: corrected left-right model orientation
re-captioned & now uses only Refract.fsh & way less fb as per SPV1.1
https://scenes.virtuastripper.net/ET_FractalGarden737-750.zip
Socialhazard
Desde en Nov 2020

1145 posts
November 17, 2022
@EverthangForever

👍 😎
Calgon
Desde en May 2022

324 posts
November 17, 2022
Updated FG738 in the zip. ie: corrected left-right model orientationre-captioned & now uses only Refract.fsh & way less fb as per SPV1.1https://scenes.virtuastripper.net/ET_FractalGarden737-750.zip

Wow ! That's a lot simpler
Calgon
Desde en May 2022

324 posts
November 18, 2022
@Z22 @EverthangForever

Updated FG738 in the zip. ie: corrected left-right model orientationre-captioned & now uses only Refract.fsh & way less fb as per SPV1.1https://scenes.virtuastripper.net/ET_FractalGarden737-750.zip

Just tinkering around with that one with the new code and I found that if I offset the clip to the left, the refracted version has the wrong background. I tried offsetting the framebuffer to the same new position but that didn't fix it.


text: Info/infoFractalGarden738.txt
logo: Info/small_logoFractalgarden738.png
minVersion: 1.2.0.80
//uses Refract.fsh from Z22_SexualPredetor_V'1.1.scn by @ Z22

clip
{
id: Clip
deny: top
//allow: pole
}

texture
{
id: BG2
source: Textures/Beige01.png
size: 3840, 2160
}
framebuffer
{
id: BG
source: BG2
size: 3840, 2160
pos: 1920, 1080
shader: fragment, Shaders/KilledByAPixel/GeodeMod01.fsh
}

////////////////////////////////////////////////////////////////////////////////
framebuffer
{
id: Girl
size: 3840, 2160
pos: 1320, 1080

clipSprite
{
pos: 0, 1080
standingHeight: 1800
sittingheight: 1500
source: Clip
scale: -1, 1
}
}






////////////////////////////////////////////////////////////////////////////////



framebuffer
{
size: 3840, 2160
pos: 1320, 1080
id: Refract

sprite
{
source: Girl, 0
source: BG, 1
// source: Girl02, 2
// source: Girl03, 3
// shader: fragment, Shaders/z22/GetNormal3Oct.fsh
shader: fragment, Shaders/z22/Refract.fsh
}
}

////////////////////////////////////////////////////////////////////////////////
camera
{
type: 2D
size: 3840, 2160
pos: 1920, 1080

sprite
{
source: BG
}

sprite
{

source: Refract
}

}


EverthangForever
Desde en Oct 2009

2432 posts
November 18, 2022 (edited)
@Calgon.. I had a look at your changes..(above). Its tricky with shader backgrounds.
Looks like the shader wants to re-center in the clipsprite's original (starting) quad.
I'm not overly familiar with 2D camera adjustments to suit shader backgrounds nested
in a clipsprite or vice versa...better to ask @Z22 or @TheEmu how offsetting your clipspite
pos affects this when using a 2D camera.
Z22
Desde en Aug 2017

1166 posts
November 18, 2022 (edited)
@Z22 @EverthangForever

Updated FG738 in the zip. ie: corrected left-right model orientationre-captioned & now uses only Refract.fsh & way less fb as per SPV1.1https://scenes.virtuastripper.net/ET_FractalGarden737-750.zip
Just tinkering around with that one with the new code and I found that if I offset the clip to the left, the refracted version has the wrong background. I tried offsetting the framebuffer to the same new position but that didn't fix it.


framebuffer
{
id: BG
source: BG2
size: 3840, 2160
pos: 1920, 1080
shader: fragment, Shaders/KilledByAPixel/GeodeMod01.fsh
}

err



framebuffer
{
id: BG
source: BG2
size: 3840, 2160
pos: 1920, 1080

sprite
{
source: BG2, 0
shader: fragment, Shaders/KilledByAPixel/GeodeMod01.fsh
}

}

I think the error occured because of the way you defined the framebuffer (without a sprite or quad to render to) so perhaps it created one after the co-ordinates were flipped and so when it came back and the co-ordinates were flipped to match the .scn it reversed the image.

afik,

sprite defined
sprite flipped to open gl standard co-ords
shader functions
sprite fliped back to .scn standard.

Calgon
Desde en May 2022

324 posts
November 18, 2022
@EverthangForever @Z22

@Calgon.. I had a look at your changes..(above). Its tricky with shader backgrounds.
Looks like the shader wants to re-center in the clipsprite's original (starting) quad.
I'm not overly familiar with 2D camera adjustments to suit shader backgrounds nested
in a clipsprite or vice versa...better to ask @Z22 or @TheEmu how offsetting your clipspite
pos affects this when using a 2D camera.

I'd got the original version working just fine, with two girls and their invisibility coming on and off at different times using additional "uniform" parameters in the SCN fed through to the shader....but at the mo. with this "refract" version the background seems to be offset.
Z22
Desde en Aug 2017

1166 posts
November 18, 2022
@EverthangForever @Z22

@Calgon.. I had a look at your changes..(above). Its tricky with shader backgrounds.
Looks like the shader wants to re-center in the clipsprite's original (starting) quad.
I'm not overly familiar with 2D camera adjustments to suit shader backgrounds nested
in a clipsprite or vice versa...better to ask @Z22 or @TheEmu how offsetting your clipspite
pos affects this when using a 2D camera.
I'd got the original version working just fine, with two girls and their invisibility coming on and off at different times using additional "uniform" parameters in the SCN fed through to the shader....but at the mo. with this "refract" version the background seems to be offset.

Ahh, think i know what you are talking about, in the refract shader ...


float mul1 = 1530.0*BG.r;
float mul2 = 1560.0*BG.g;
float mul3 = 1590.0*BG.b;

alter those multipliers to smaller numbers. the 30,60,90 cause the "rainbow"
Z22
Desde en Aug 2017

1166 posts
November 18, 2022
As for the other one, i will be a bad habit to define the framebuffers your way and then correct the ***** in shader.

The way i have shown (and totem in their scenes) does not cause a Y flipped output.
Z22
Desde en Aug 2017

1166 posts
November 18, 2022 (edited)
text: Info/infoFractalGarden738.txt
logo: Info/small_logoFractalgarden738.png
minVersion: 1.2.0.80
//uses GetNormal3Oct.fsh from Z22_SexualPredetor.scn by @ Z22

clip
{
id: Clip
deny: top, table
nameGlowColor: 0.77, 0.70, 0.35
// allow: pole
}

clip
{
id: Clip2
deny: top, table
nameGlowColor: 0.77, 0.70, 0.35
//allow: pole
}

texture
{
id: BG2
source: Textures/Beige01.png
size: 3840, 2160
}


framebuffer
{
id: BG
size: 3840, 2160
pos: 1920, 1080

sprite
{
source: BG2
//shader: fragment, Shaders/KilledByAPixel/GeodeMod01.fsh
shader: fragment, Shaders/Calgon/Face3.fsh
}
}

////////////////////////////////////////////////////////////////////////////////
framebuffer
{
id: Girl01
size: 3840, 2160
// pos: 1920, 1080
pos: 1520, 980

clipSprite
{
pos: 0, 1080
standingHeight: 1800
sittingheight: 1500
source: Clip
}
}

framebuffer
{
id: Girl02
size: 3840, 2160
// pos: 1920, 1080
pos: 2320, 980

clipSprite
{
pos: 0, 1080
standingHeight: 1800
sittingheight: 1500
source: Clip2
}
}

////////////////////////////////////////////////////////////////////////////////



framebuffer
{
size: 3840, 2160
pos: 1920, 1080
id: Refract

sprite
{
source: Girl01, 0
source: BG, 1
uniform: t_offset, float, 0.0 // Original 0
uniform: t_factor, float, 1.0 // Original 1
shader: fragment, Shaders/z22/Refract.fsh
}
}

framebuffer
{
size: 3840, 2160
pos: 1920, 1080
id: Refract2

sprite
{
source: Girl02, 0
source: BG, 1
uniform: t_offset, float, 5.0 // Original 0
uniform: t_factor, float, 1.3 // Original 1
shader: fragment, Shaders/z22/Refract.fsh
}
}

////////////////////////////////////////////////////////////////////////////////
camera
{
type: 2D // Dont need 3D cam for what you are dong here.
size: 3840, 2160
pos: 1920, 1080
//pos: 0, 0, 2600 // z not required in 2D camera
//target: 0, 0, 0 //not required in 2D camera

sprite
{
source: BG
}

sprite
{
//pos: 0, 0 // pos has already been defined Girl01, these are offsets to the previous definition not absolutes.
source: Refract
}

sprite
{
//pos: 0, 0 // dito
source: Refract2
}

clipNameSprite {
source: Clip
pos: -620, 680 // 2D
//scale: 1.0, 1.0 // does nothing.
//rot: 0, 0, 0 //dito
}

clipNameSprite {
source: Clip2
pos: 620, 680
//scale: 1.0, 1.0
//rot: 0, 0, 0
}

}

works. but i couldnt see in face3.fsh where you flipped the Y so you just need to remove that
Z22
Desde en Aug 2017

1166 posts
November 18, 2022
i should get rid of that bright outline ....
EverthangForever
Desde en Oct 2009

2432 posts
November 18, 2022 (edited)
@Z22 yeah, and scale: -1, 1 to both da clipsprites, maybe
Great outcome to a question & answer guys...
works well this code , Thanks lots.
FG378A (not in the zip)
text: Info/infoFractalGarden738.txt
logo: Info/small_logoFractalgarden738.png
minVersion: 1.2.0.80
//uses Refract.fsh from Z22_SexualPredetor_V'1.1.scn by @ Z22
// amendments by @Z22
clip {
id: Clip
deny: top, table
nameGlowColor: 0.77, 0.70, 0.35
// allow: pole
}

clip {
id: Clip2
deny: top, table
nameGlowColor: 0.77, 0.70, 0.35
//allow: pole
}

texture {
id: BG2
source: Textures/Beige01.png
size: 3840, 2160
}

framebuffer {
id: BG
size: 3840, 2160
pos: 1920, 1080

sprite {
source: BG2
shader: fragment, Shaders/KilledByAPixel/GeodeMod01.fsh
}
}

framebuffer {
id: Girl01
size: 3840, 2160
pos: 820 , 980 //1520, 980

clipSprite {
pos: 0, 1080
standingHeight: 1800
sittingheight: 1500
source: Clip
scale: -1, 1
}
}

framebuffer {
id: Girl02
size: 3840, 2160
pos: 3000, 980 //2320, 980

clipSprite {
pos: 0, 1080
standingHeight: 1800
sittingheight: 1500
source: Clip2
scale: -1, 1
}
}

framebuffer {
size: 3840, 2160
pos: 1920, 1080
id: Refract

sprite {
source: Girl01, 0
source: BG, 1
uniform: t_offset, float, 0.0 // Original 0
uniform: t_factor, float, 1.0 // Original 1
shader: fragment, Shaders/z22/Refract.fsh
}
}

framebuffer {
size: 3840, 2160
pos: 1920, 1080
id: Refract2

sprite {
source: Girl02, 0
source: BG, 1
uniform: t_offset, float, 5.0 // Original 0
uniform: t_factor, float, 1.3 // Original 1
shader: fragment, Shaders/z22/Refract.fsh
}
}
////////////////////////////////////////////////////////////////////////////////
camera {
type: 2D
size: 3840, 2160
pos: 1920, 1080

sprite {
source: BG
}

sprite {
//pos: 0, 0 // pos has already been defined Girl01, these are offsets to the previous definition not absolutes.
source: Refract
}

sprite {
source: Refract2
}

clipNameSprite {
source: Clip
pos: -620, 680 // 2D
}

clipNameSprite {
source: Clip2
pos: 620, 680
}
}👍
Z22
Desde en Aug 2017

1166 posts
November 18, 2022
@Z22 yeah, and scale: -1, 1
Goddamit. :D
EverthangForever
Desde en Oct 2009

2432 posts
November 18, 2022 (edited)
yeah..we all do same thang
should be FG738A not 378A damnit , also😘
Note to self - should not use immediate apostrophes in code comments anywhere
It screws with da Totem Forum code posting syntax as @per'
EverthangForever
Desde en Oct 2009

2432 posts
November 19, 2022 (edited)
@WyldAnimal & @pickle1
Did you notice in your QA something peculiar for the latest card of Kylie Green - 'A Matching Set'
For clips 4 and 6 , the Production filming had allowed the model to stray so far left
off from her center stage ?
I only noticed this when using the (above) two standing models scene where Kylie disappears to the left
altogether from time to time when there is no pole. It doesn't happen with other cards & seems to have been corrected in clip 10.
Thought I would raise that issue here for someone to pass on to the production film director, because standing models being off-center mainly affects fullscreen users .
---
Avez-vous remarqué dans votre QA quelque chose de particulier pour la dernière carte de Kylie Green - 'A Matching Set'
Pour les clips 4 et 6, le tournage de la production avait permis au mannequin de s'éloigner si loin à gauche
hors de son centre de scène ?
Je n'ai remarqué cela qu'en utilisant la scène (ci-dessus) des deux modèles debout où Kylie disparaît à gauche
tout à fait de temps en temps quand il n'y a pas de pôle. Cela n'arrive pas avec d'autres cartes et semble avoir été corrigé dans le clip 10.
J'ai pensé soulever cette question ici pour que quelqu'un la transmette au réalisateur du film de production, car le fait que les modèles debout soient décentrés affecte principalement les utilisateurs en plein écran.
Z22
Desde en Aug 2017

1166 posts
November 20, 2022
Just messing about with an older shader, still trying to get a decent normal map that doesn't pick up things like eyebrows as an edge but still picks up the "curve" of legs ect.

https://drive.google.com/file/d/1eJ4PRH1VyD4OIFSaDKul0oqq-p9UO7AG/view?usp=share_link

While screwing around it spat out this. Might be able to repurpose into an oily shader. If you don't like seeing ribs you won't like this.
EverthangForever
Desde en Oct 2009

2432 posts
November 20, 2022 (edited)
@Z22 lots fun playing with this... using just a beige png background
closest (smooth) oily/sweaty skin look I could get, was by tweaking the
NorMap5.fsh but the effect varies a lot, according to each shoot.
vec2 Offset = vec2(0.15) / textureSize0; //vec2(1.0)
and by adding a size-less sprite at the tail end of the .scn..

sprite {
pos: 0, 0 // 1080
opacity: 0.10
source: Girlcomp
}
Z22
Desde en Aug 2017

1166 posts
November 21, 2022
@ET cool. have fun.

Main thing i did that took it away from what i'm actually doing (revisiting bump v0.3 to see if i can improve it) was messing with the lights z, brightness and falloff settings in bump.fsh

Though clamping col.rg
col.rg = clamp( (l1+l2+l3), -0.025, 0.025)*2.0;
seems to be getting rid of the huge return on high contrast edges (black skirt to body, or just eyebrows) but is making the effect "blocky" . Will prob have to blur it before it goes into bump.fsh, i was hopeing to avoid that though.
Z22
Desde en Aug 2017

1166 posts
November 21, 2022
Added a blur to the normalmap

https://i.imgur.com/p6Cqu2P.jpg

Still a bit lumpy, that can be tweeked out probably.
Socialhazard
Desde en Nov 2020

1145 posts
November 21, 2022
I think it looks awesome. 👍 😎
Z22
Desde en Aug 2017

1166 posts
November 21, 2022 (edited)
https://drive.google.com/file/d/1uibbjMt6XBW2HOBaIpzDEm93-Pvs0XTm/view?usp=share_link

Z22_Oily_WiP, (modified lights)

Added the blur which only operates onlt
if(Girl.a != 0.0)
where the girl is and modifiied the bump to do the same so its not wasting resources lighting empty space. Should be able to have a lot more lights.

https://i.imgur.com/7MKx9ek.jpg

@ET i didnt add in your changes.
EverthangForever
Desde en Oct 2009

2432 posts
November 21, 2022
Clamping the red & green sounds like a good approach for da hands & faces.
Hope that doesn't dull the rest of it down too much. Totems early card models had
quite distinct blue outline edge lines at one stage until they filtered them out
somehow.

Z22
Desde en Aug 2017

1166 posts
November 21, 2022
Clamping the red & green sounds like a good approach for da hands & faces.
Hope that doesn't dull the rest of it down too much. Totems early card models had
quite distinct blue outline edge lines at one stage until they filtered them out
somehow.

clamping the red and green is only the normal map.


Forgot to change
gl_FragColor = vec4( FinalColor.rgb, Girl.a);
in bumpSolo.fsh, edit if you want a backround.

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