but it had not occured to me to try to animate the scenery outside the windows--yikes!
All you really need is an impression of movement. The outside scene can be quite indistinct - in fact that may be effective than a having a high quality image. Dirty windows and half drawn blinds can be you friend in this area.
gl_FragColor = vec4( (f4.rgb-poop.rrr)+mods, f4.a );
gl_FragColor = vec4( (f4.rgb-poop.rbr)+mods, f4.a );you get the green skin.
mess with poop in ...gl_FragColor = vec4( (f4.rgb-poop.rrr)+mods, f4.a );eg:-gl_FragColor = vec4( (f4.rgb-poop.rbr)+mods, f4.a );you get the green skin.
color: 0.3, 1, 0.7
gl_FragColor = vec4( (f4.rgb-poop.rgr)+mods, f4.a );will give you a more olive green
gl_FragColor = vec4( (f4.rgb-(poop.rbr*2.0))+mods, f4.a ); bright greenor
gl_FragColor = vec4( (f4.rgb-(poop.rbr*0.5))+mods, f4.a );slight green tint
but to really mess with it you can do things like igl_FragColor = vec4( (f4.rgb-(poop.rbr*2.0))+mods, f4.a ); bright green
@MiwdI just checked the error log when I ran your scene and it has lots of errors. Not sure if you want to check this and see if it can be rectified😉
I'm now making scenes with no more than 4 shows in them (3 is best) to stop this happening, especially those with lower powered systems, they wouldnt even play😕
(Cabin Fever (3 + TV on) is running right now. Going to check CPU usage and the log....so it's using about 8% of my CPU and 300MB of memory. Those decode errors are constant and looks like it just happens on every scene.
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