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Discussions for Scenes for Version 1.2.X Fullscreen Mode here

  Forum / Everything about iStripper

EverthangForever
Joined in Oct 2009

2477 post(s)
July 4, 2018
@Z22, Tks very lots..Jana H (et several others) awaiting lol..👍
Z22
Joined in Aug 2017

1166 post(s)
July 4, 2018
Wish Jana was still working, she's lovely. First girl i saw on vghd back in the day, demo's only though.
EverthangForever
Joined in Oct 2009

2477 post(s)
July 4, 2018
@Z22 maestro, Oki, I've been worrying about this so I'll say it...
can you pleeeeaase change the name of your shaders when you change da code ?
I just noticed ( Beyond compare) the V4 version (?) of N_HanceM.fsh in the last
draft is still called same name as before in V3 (?) . Its not a biggie, however can cause
***** later for peeps like moi. I think you asked to be pulled up on this earlier, so there,
I've said it ! 😆
Z22
Joined in Aug 2017

1166 post(s)
July 4, 2018
Yeh, no worries. I did mean that i had the name in the .scn and the filename the same though.... You should see my working dir...arrrrrrrggggg
EverthangForever
Joined in Oct 2009

2477 post(s)
July 4, 2018 (edited)
I totally get that ;-) The early girls look quite less fuzzy (noisey) in the lighter shade areas with your latest rar. 👍
Every bit helps. Your help //comments in V3 were great too btw. tks
Z22
Joined in Aug 2017

1166 post(s)
July 4, 2018 (edited)
Getting the colour balance right helps too, but its going to be one of those correct for one res girl and off for another as they were filmed in different ways and production changed how they do things.

In the Kristina picture above you can see her top is a bit purple and her skin a bit too pink(though it's better than the green skin i see on most of the girls), I think i had previously adjusted it for Naomi (1080p) but messing with the sharpen high and low throws things off so once there set you can mess with the balance to your liking. Take screenshots when there is white and/or black clothing and use pick colour in whatever paint program to see how far it's off, alter the setting and go again until it's right. Slow process but worth it. For the skin you need a neutral skintoned girl, do a histogram of an area of skin(belly is a good area) the balance should be 80% red 70% green 60% blue.
EverthangForever
Joined in Oct 2009

2477 post(s)
July 4, 2018 (edited)
To my way of thinking, color control should be ~ user selectable ~ in real time.
There is no way all the variations in skin between models can be automatically varied
as a preset because of peoples' tastes. Half the fun of putting up a recent scene
was to see how the mirror in da scene reflected a different color ambience for the model,
not because it was a clipsprite color parameter setting, not because of opacity less than 1.0,
but because of a coinciding sprite/shader background. I've long believed that running older clips
on top of a moving shader background aesthetically improves definition in fullscreen clipsprites.
Z22
Joined in Aug 2017

1166 post(s)
July 4, 2018
The point of the colour setting in that shader(note IN the shader not the sprite) is to A, rebalance after the sharpening or it goes out of range and gets blown out and B, to correct totems colour balancing. black clothes looking green, red clothes looking purple, skin olive green on all the girls, red hair looking brown, overall brightness is to high resulting in loss of detail in the face, the list goes on... I run istripper on a clibrated display(0.2 deltaE) so for me it makes a huge difference seeing them after they have been corrected(currently they are not with the setting as they are in n_hance for the previously stated reasons)

As for realtime, well you need to adjust mid to low, mid to high, for each colour. The scene quitting if you do most things with the mouse/keyboard and the lack of being able to save those settings it makes things difficult, i would like it realtime while setting it up but unless i can save those settings it's futile.
EverthangForever
Joined in Oct 2009

2477 post(s)
July 8, 2018 (edited)
@Boffins
Is there a code snippit we can add to a fragment shader's preamble (a mod) that will
re- invert the sampler texture it uses to the ( right way up ) file shown in our MSfile explorer ??
The .scn fb codes are able to re-invert a shader generated image but not a sampler2D..
Z22
Joined in Aug 2017

1166 post(s)
July 8, 2018
vec4 Tex0 = texture2D(texture0, vec2(1.0-vTexCoord.x, vTexCoord.y);

will invert left right.
DANO70
Joined in Feb 2008

741 post(s)
July 12, 2018
@Z22

I ***** to ask again but have any of you shader masters found a way to slow the base Trippy_Potato_Refract scene...I just love this scene and just want to see it zoom a bit slower. I haven't read through all the discussion here lately forgive me if you have.
EverthangForever
Joined in Oct 2009

2477 post(s)
July 12, 2018 (edited)
@all, To reverse direction of the floor in my last scene just change the above line 11
in boxmapping,fsh
@D7, no its with @Z22. the bug texture limitations make it too hard for me
to manage anything much in .scns
Z22
Joined in Aug 2017

1166 post(s)
July 12, 2018 (edited)
@Dan, no sorry. I just gave it another go and accidently made a kaleidoscope/hall of mirrors version that doesnt zoom...


backup/edit refractopen and change to...

highp vec3 AoI = vec3( (distance(vTexCoord.x,0.5)*2.0), (distance(vTexCoord.y,0.5)*2.0), -20.0);


or

highp vec3 AoI = vec3( sin(distance(vTexCoord.x,0.5)*2.0), cos(distance(vTexCoord.y,0.5)*2.0), -20.0);
Z22
Joined in Aug 2017

1166 post(s)
July 12, 2018
DANO70
Joined in Feb 2008

741 post(s)
July 12, 2018
@Z22

Hey I like that too. Even if it doesn't zoom..I like it😍
DANO70
Joined in Feb 2008

741 post(s)
July 12, 2018
Yeah I edited the refractopen allready....I love it THANX @Z22
Z22
Joined in Aug 2017

1166 post(s)
July 12, 2018
The upload has a few additional edits.

scale now just scales the reflected girls, it wont zoom no matter the scale values.

removed the chromatic abberation shader as it made so little difference it is just a waste of gpu resources.

Z22
Joined in Aug 2017

1166 post(s)
July 12, 2018
@dan, have you tried the motion interpolation i uploaded this morning? I'm just curious how taxing it is.
Z22
Joined in Aug 2017

1166 post(s)
July 12, 2018
Oh, yeh, the upload also adds rotation to the effect.
DANO70
Joined in Feb 2008

741 post(s)
July 12, 2018 (edited)
Just tried it and it throws the entire shader data in the log file. All I see is a black background behind the model.

Dowloaded the rotation one as well...love it runs fine.
Z22
Joined in Aug 2017

1166 post(s)
July 12, 2018
could you delete the log, rerun the shader, then copy the first few lines of the new logfile so i can have a look please?
DANO70
Joined in Feb 2008

741 post(s)
July 12, 2018
Sure will do.
DANO70
Joined in Feb 2008

741 post(s)
July 12, 2018
How about a screenshot...
Z22
Joined in Aug 2017

1166 post(s)
July 12, 2018
Hmm... odd, thanks.
Looks like i need to add a few things...
Z22
Joined in Aug 2017

1166 post(s)
July 12, 2018
The first error is an easy fix, or should be

have
#version 120
as the first line in the shader, so ...

#version 120
// Crappy motion interpolation.
//By Z22
DANO70
Joined in Feb 2008

741 post(s)
July 12, 2018 (edited)
That didn't fix it (for me)..Now the scene is just black. Is it supposed to be 122 ?

edit: just tried 122 the scene works again but it still black behind her.
edit 2: nevermind I was thinking software version.
I'll let you figure this out....LOL
Z22
Joined in Aug 2017

1166 post(s)
July 12, 2018 (edited)
120, i had to pop out sha havn't had much more of a look than seeing that. longshot it would work anyway.
EverthangForever
Joined in Oct 2009

2477 post(s)
July 14, 2018 (edited)
http://www.istripper.com/forum/thread/29408/25?post=586415
Everything about iStripper / Share your FullScreen - Member Created Scenes here
14 july continuing on from Fractal Garden 041, are FG041PuP03X and PuP03Y. I've been doing open texture directories but there is somesort of a new artform in the way the ball rolls @LunarPuP 's recent...
Tks @Steffnev ,😊
With FG041 I have been experimenting with a 'peeling' effect of the
'ball' in the sampler textures. If one rotates the 1920x1200 original
90 degrees and lets iStripper render it in different sizings you get
quite a lot of variation in outcomes. Fun stuff to remix about :)

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