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Discussions for Scenes for Version 1.2.X Fullscreen Mode here

  Forum / Everything about iStripper

EverthangForever
Joined in Oct 2009

2453 post(s)
19 days ago (edited)
OIC , yes I can see that. The background in yours is coincident too..unlike the author's background..
With my eyes being cross-eyed -- the model is in front, with the ball between her and the model's name which is far behind both. Thanks for your explanations. 👍😊
Calgon
Joined in May 2022

355 post(s)
19 days ago
I was just editing my post and someone (probably you) did something and it all vanished because only one post can be being edited.

So to write it a second time , I repacked a new version of the scene here:
https://bit.ly/3BFPklI

In the shader .fsh file the following can be edited:
// Define the interocular distance (adjust this value as needed)
float interocularDistance = 0.04; // Positive value for demonstration

Increasing the interocularDistance will make the background move further back.

In the scn file this section controls the model and her magical floating disc:
// LHS Scene
node{
node{
node{
node{
pos: -1200, -100, -1000

Pushing this to the left say changing -1200 to -1250 will also push the model further back.

I find them a bit temperamental. I find the depth of the model needs to be not too different to the background to get a good result.



EverthangForever
Joined in Oct 2009

2453 post(s)
19 days ago (edited)
Sure.. I was editing to say.., 'yes I can see that would be the case for peeps with a headset.'
Tks for your link in shadertoy. Will be helpful to others as well.
I might stick to doing 2D conversions more for now. lol.
Calgon
Joined in May 2022

355 post(s)
19 days ago
@Everthangforever

At the moment I'm mainly working on 3D scenes using 2D background images that have been converted to 3D SBS.

For me viewing iStripper in 3D via a Quest 2 headset has been like rediscovering iStipper all over again, I'm watching far more shows than before.

With the headset I can have the virtual screen large/small near/far even curved. I'd love to get a Quest 3 now as the lenses are better but I can't see how I will get away with justifying the purchase - maybe the Quest 2 will have an "accident".


EverthangForever
Joined in Oct 2009

2453 post(s)
12 days ago (edited)
https://www.istripper.com/forum/thread/29408/83?post=788698
Everything about iStripper / Share your FullScreen - Member Created Scenes here
FGA364-FGA371 Eight selected WebGL shaders remixed & converted to OpenGL to run &/or remix on iStripper's Fullscreen OpenGL platform. Standing or table work randomly applies to all these scenes unless...
It is a shame that Totem's fullscreen thumbnails capture a dark screen shot so early on during some scenes.

like in FGA367 I've often had to resort to waitng for a screen cap "S" for some shader based scenes & then reducing its size, just to show the scene thumbnail correctly. This can also apply where a scene might be too dark earlier on while showing an opening logo.

Il est dommage que les vignettes en plein écran de Totem capturent une capture d'écran si tôt pendant certaines scènes. J'ai dû recourir à une capture d'écran « S » pour certaines scènes basées sur un shader et à la réduire, juste pour montrer la vignette de la scène correctement. Cela s'applique également lorsqu'une scène peut être plus sombre plus tôt lors de l'affichage d'un logo.
Calgon
Joined in May 2022

355 post(s)
12 days ago
It is a shame that Totem's fullscreen thumbnails capture a screen shot so early on during some scenes.

Hi @EverthangForever - couldn't you adjust the time in the Shader ?

Line 15:
#define iTime u_Elapsed*0.314159+5

A371 is really good.

Thanks
EverthangForever
Joined in Oct 2009

2453 post(s)
12 days ago (edited)
That worked like a charm @Calgon..thanks so much. It sure beats playing around with fullsize captures.

Yeah, FGA371 was a tad jerky in fullsize on my rig ( NVidia GeForce GT730 graphics card )
however I liked it sufficiently to run it smooth enough in reduced size using the camera z axis

camera {
type: 3D
angle: 45
pos: 0, 0, 1368 // 1272
ComteDracula
Joined in Aug 2017

1264 post(s)
11 days ago
Thank you so much @EverthangForever. All the scenes work well for me. I'd like to try the FGA371 scene full screen, without black framing, to see if my new PC takes it well. 😊

Merci beaucoup @EverthangForever. Toutes les scènes fonctionnent bien pour moi. J'aimerais essayé la scène FGA371 en plein écran, sans cadrage noir, pour voir si mon nouveau PC la prend bien. 😊
EverthangForever
Joined in Oct 2009

2453 post(s)
10 days ago (edited)
@ComteDracula to remove the 'black framing' simply
delete the part in the FGA371 scene file which says
1368 //

so that it looks like
pos: 0, 0, 1272
and then save again as 'ET - FractalGardenA371.scn'
~~~
@ComteDracula de retirer le « cadre noir » simplement
supprimer la partie dans le fichier de scène FGA371 qui dit
1368 //

de sorte qu'il ressemble à
pos: 0, 0, 1272
puis enregistrez à nouveau sous 'ET - FractalGardenA371.scn'
ComteDracula
Joined in Aug 2017

1264 post(s)
10 days ago (edited)
Thanks @EverthangForever.

I made the change without the black frame in this scene, and there's no jerkiness problem on my part with the models. The scene runs smoothly. Very nice scene. I really like it.

Quite happy with my new PC. 😊


Merci @EverthangForever.

J'ai fait la modification sans le cadre noir de cette scène, et aucun problème de saccade de ma part au niveau des modèles. Le déroulement de la scène est fluide. Très jolie scène. J'aime beaucoup.

Pas mal content de mon nouveau PC. 😊
EverthangForever
Joined in Oct 2009

2453 post(s)
6 days ago (edited)
https://www.istripper.com/forum/thread/29408/84?post=788976
Everything about iStripper / Share your FullScreen - Member Created Scenes here
moving right along.. ;-) FGA372-FGA379 Eight selected WebGL shaders remixed & converted to OpenGL to run &/or remix on iStripper's Fullscreen OpenGL platform. Standing or table work randomly applies t...
Bon à savoir @ComteDracula. Je peux toujours réduire la taille de l'image si mon PC bégaie
afin qu'il aide l'utilisateur moyen
~~~
Good to know @ComteDracula. I may still reduce the picture size if my PC stutters
so that it helps the average user
Calgon
Joined in May 2022

355 post(s)
6 days ago
@EverthangForever

remove the 'black framing'

Couldn't you call the shader in a framebuffer that is smaller than your screen resolution and then render that. The shader should use less GPU and no need for a black border ?
EverthangForever
Joined in Oct 2009

2453 post(s)
6 days ago (edited)
@Calgon , I have tried various ways of doing that.
Using the shader pre-camera in a framebuffer to
get rid of the dreaded 'black border'...The model
likes it but generally the shader does not :(


framebuffer {
id: Sweet
size: 960, 540 //1920, 1080
quad {
size: 960, 540
pos: 0, 0 //1000, 500
//scale: 0.5, 0.5
shader: fragment, Shaders/guil/Pacific SunsetMod01.fsh
}
}

framebuffer {
id: Sweet2
source: Sweet
size: 960, 540
shader: fragment, Shaders/TheEmu - Null.fsh
}
...then...

sprite {
pos: 0, 0, 620 // 560
size: 1920, 1080
hotspot: 0.25, 0.75
source: Sweet2
}

If you fine tune it enough, sure you can get a similar 'borderless' result,
however in the end a trade-off in loss of quality of the shader image
versus the 'un-jerkiness' of the model still applies.
I'll stick with @TheEmu 's old way of making the screen smaller (more distant) for some
of his presets. Methink tis much less complicated to adapt such SCNs thus for different users.
ComteDracula
Joined in Aug 2017

1264 post(s)
3 days ago
Thank you very much @EverthangForever. All your FGA372-FGA379 scenes work well for me. Excellent work. 😊

Merci beaucoup @EverthangForever. Toutes vos scènes FGA372-FGA379 fonctionnent bien pour moi. Excellent travail 😊
EverthangForever
Joined in Oct 2009

2453 post(s)
3 days ago (edited)
Merci, vous êtes les bienvenus @ComteDracula. Bon à savoir que toutes les scènes se compilent
~~~
Thanks, you are welcome @ComteDracula. Good to know that all these scenes compile ok 😊

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