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Last posts - Page 15

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Wyldanimal
MODERATOR
Joined in Mar 2008
16955 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
February 24, 5026 answers
@ET
@Calgon

I had some time to play with converting the ET scene to using the Camera method.
I also simplified the background shader, only needing 1 buffer, because both eye camera views will use the same background

Doing that gave a huge performance boost.

ET - FractalGardenA480-Camera-3D.scn
https://virtuastripper.net/ET_FractalGardenA480-Camera-3D.scn
https://virtuastripper.net/SceneImages/ET_FractalGardenA480-Camera-3D.jpg


text: Info/infoFractalGarden084f.txt
logo: Info/small_logoFractalgardenA480A.png
minVersion: 1.2.0.80

clip {
id: Clip
deny: top, inout
nameGlowColor: 0, 1, 1
}
texture {
id: Sweet
source: Textures/Beige01.png
}
texture {
id: ppcstage
source: ETImages/Plaftexrot01/PPstageMini.png
}
// end of Textures
framebuffer {
id: Clipx
size: 960, 540 //reduced to half size for clip from 1920, 1080
source: Clip
}
framebuffer { // create a blank canvas only need one
id: blank_canvas
size: 1920, 1080
source: Sweet
}
framebuffer{ // Paint the background from the shader on the canvas
id: background
size: 1920, 1080
pos: 960, 540
sprite{
size: 1920, 1080
hotspot: 0.5, 0.5
pos: 0, 0, 0
rot: 0, 0, 0
opacity: 1
source: blank_canvas // use the blank canvas
shader: fragment, Shaders/mrange/Mandelbox slicesMod01.fsh
//shader: fragment, Shaders/clouds.fsh //mrange/Mandelbox slicesMod01.fsh
}
} // end of background
// same background will be used in both eye views

// most of the comments will be in the left eye frame buffer
// the right eye frame buffer will be the same except for the camera position
// create the left eye view frame buffer
framebuffer { // Left eye buffer
id: left_eye_buffer
size: 1920, 1080
camera { //Left eye camera view shifted to the left
type: 3D
angle: 45
pos: -20, 0, 1368 // camera positioned to the left
//pos: -20, 0, 1272 //1368
target: 0, 0, 0 // target is centered
Sprite{ // insert the background
size: 1920, 1080
pos: 0, 0, -200 // set the depth of the background
scale: 1.5, 1.5 // scale the background to fill the view
source: background
}
// other scene items here
sprite { // insert the stage
pos: -240, 210, 685 // place it in the Center of the camera view
size: 448, 64 //440
hotspot: 0.5, 0.5
source: ppcstage
scale: 0.925, 1.0 //1.85, 1
}
clipSprite { // centered on stage
pos: -240, 195, 710 // X same as Stage
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -0.5, 1.0 // scale 50% in X it will be stretched in the VR headset
source: Clipx
}
clipNameSprite { // clip name
source: Clip
pos: -130, 135, 700 // offset to the right of the model
scale: 0.32, 0.32
}
}// end of Left eye Camera view
}//end of Left Eye buffer

// the right eye frame buffer is exactly the same as the left eye
// Except for the camera position
framebuffer {
id: right_eye_buffer
size: 1920, 1080
camera { //Right eye view
type: 3D
angle: 45
// only the camera pos is different
// the rest of the scene is exactly the same
pos: 20, 0, 1368 // shift the camera to the right
//pos: 20, 0, 1272 //1368
target: 0, 0, 0 // the target is the center
Sprite{ //insert the background
size: 1920, 1080
pos: 0, 0, -200
scale: 1.5, 1.5
source: background
}
// other scene items here
sprite { // insert the stage
pos: -240, 210, 685 // Center of the camera view
size: 448, 64 //440
hotspot: 0.5, 0.5
source: ppcstage
scale: 0.925, 1.0 //1.85, 1
}
clipSprite { // centered on stage
pos: -240, 195, 710 // X same as Stage
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -0.5, 1.0
source: Clipx
}
clipNameSprite { // clip name
source: Clip
pos: -130, 135, 700 // offset to the right of the model
scale: 0.32, 0.32
}
}// end of Right eye Camera view
}//end of Right Eye buffer


// this is where you build the SBS scene
//16:9 1920 x 1080
camera { // Compose the SBS Scene
type: 3D
angle: 45
pos: 0, 0, 1272
sprite { // insert the Left eye buffer
size: 1920, 1080
pos: 0, 0, 0 // at the left of the screen
source: left_eye_buffer
scale: 1.0, -1.0 // Flip the buffer over
}
sprite { // insert the Right eye buffer
size: 1920, 1080
pos: 960, 0, 0 // at the half screen location
source: right_eye_buffer
scale: 1.0, -1.0 // // Flip the buffer over
}
// end of SBS scene creation
} // close the SBS Camera
Wyldanimal
MODERATOR
Joined in Mar 2008
16955 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
February 23, 5026 answers
@ET

I think the scene pretty much looked / worked ok.
I did make some fine adjustments - so it should work as a basic template for future works.

I guess this could be tweeked a lot better by a Quest owner

I had trouble using scaling like 0.5, 1.0 maybe because my native screen
resolution is way down at 1670 x 768 .. not sure exactly why the scaling did not apply
plus the original shader did not like any re-scaling at all so could/did
not apply it.
At this stage I'm giving away the pursuit of 3D. I've been watching 3Ds ups &
downs for 20 years & each tech surge always seems to be made redundant in the end.

EDIT:
Works for my 16:9 aspect ratio screen in 1080p
sent to my Quest Headset using VR Desktop.


text: Info/infoFractalGarden084f.txt
logo: Info/small_logoFractalgardenA480A.png
minVersion: 1.2.0.80

clip {
id: Clip
deny: top, inout
nameGlowColor: 0, 1, 1
}

texture {
id: Sweet
source: Textures/Beige01.png
}

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 {
id: Sweet01
size: 1920, 1080
source: Sweet
//shader: fragment, Shaders/TheEmu - Null.fsh
}

framebuffer {
id: Sweet02
size: 1920, 1080
source: Sweet
//shader: fragment, Shaders/TheEmu - Null.fsh
}

framebuffer {
id: Sweet01a
size: 1920, 1080
//pos: 0, 0, 0
source: Sweet01
shader: fragment, Shaders/clouds.fsh //mrange/Mandelbox slicesMod01.fsh
}

framebuffer {
id: Sweet02a
size: 1920, 1080
//pos: 1920, 0, 0 //960, 0, 0
source: Sweet02
shader: fragment, Shaders/clouds.fsh //mrange/Mandelbox slicesMod01.fsh
}

camera {
type: 3D
angle: 45
pos: 0, 0, 1272 //1368



sprite {
id: Sweet01b
size: 1920, 1080
pos: -20, 0, 0 // slide left to move it back in to the screen
source: Sweet01a
//scale: 0.5, 1.0, 1.0
}

sprite {
id: Sweet02b
size: 1920, 1080
pos: 960, 0, 0 // at the half screen location
source: Sweet02a
//scale: 0.5, 1.0, 1.0
}


sprite {
pos: -220, 210, 685 // left eye of the stage
size: 448, 64 //440
hotspot: 0.5, 0.5
source: ppcstage
scale: 0.925, 1.0 //1.85, 1
}

sprite {
pos: 220, 210, 685 // right eye of the stage
size: 448, 64 //440
hotspot: 0.5, 0.5
source: ppcstage
scale: 0.925, 1.0 //1.85, 1
}

//model left
clipSprite { // centered on left stage
pos: -220, 205, 700 // X same as Stage
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -0.5, 1.0
source: Clipx
}
clipNameSprite { // left side clip name
source: Clip
pos: -170, 224, 565 // Manual adjustment
scale: 0.32, 0.32
}
//model right
clipSprite { // right side clip offset to the left by 10
pos: 210, 205, 700 // X is 10 less than the stage
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -0.5, 1.0
source: Clipx
}

clipNameSprite { //Right side clip name
source: Clip
pos: 360, 224, 565 // kept same X adjust left eye X above
scale: 0.32, 0.32
}
}

I placed my edited versions on my site here:
the Cloud shader based 3d Scene
https://virtuastripper.net/ET_FractalGardenA480-Clouds-3D.scn
https://virtuastripper.net/SceneImages/ET_FractalGardenA480-Clouds-3D.jpg

and the A480 scene in 3D with the mrange/Mandelbox slicesMod01.fsh shader
https://virtuastripper.net/ET_FractalGardenA480-3D.scn
https://virtuastripper.net/SceneImages/ET_FractalGardenA480-Clouds-3D.jpg

This one is GPU hungry