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#41 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 942
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No, it's more linear on my system. In desktop mode -
8 iterations = 25-28 fps 12 it - 21 fps 16 it - 17 fps |
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#42 |
Senior Member
Join Date: Apr 2008
Location: Somewhere in Southern Indiana
Posts: 184
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hmmm... do you run Vista or XP?
Is that a 7600GT or 7600GS? I'm a little confused about why we would be getting such drastically different fps on that preset. I am the purple heathen. |
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#43 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 942
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XP. GT.
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#44 |
Senior Member
Join Date: Apr 2008
Location: Somewhere in Southern Indiana
Posts: 184
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I do notice that when the load preset menu is open or even when I have a lot of icons - I made a bunch of folders just to see - on desktop mode the FPS drops to 18-20 on 16 iterations. In fullscreen mode it doesn't seem to be affected by anything short of running a game or a render in UltraFractal.
Here are my complete system specs: Abit an8-32x Athlon64 3200+ oc'd to 2.3ghz 1gb DDR400 RAM at DDR333 CL 2-2-2-5-1T - Single Channel 2x 256mb Geforce 7600GTs oc'd at 600core/720Ram (SLi Disabled in these tests) Vsync forced by driver on forceware 169.04. Video BIOS 5.73.22.15.01 Windows XP Pro SP2. I am the purple heathen. |
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#45 |
wellspring of milk
Major Dude |
woah, the funky illusion preset is amazing. That's a great 3D effect!
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#46 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 942
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Just one preset after quite a long break...
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#47 |
Senior Member
Join Date: Jul 2008
Location: Germany
Posts: 149
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Very cool, I like the different effects you can get by changing a few values in the shaders.
I'm curious though, how do you come up with shader code like this? Random experiments? It seems like some of it is tweaked just right, and those tweaks are the difference between a nice effect and something that looks like nothing. Murphey's fighting Occam, and I'm in the stands. |
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#48 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 942
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Well observed, I spent quite a few hours on fine tuning. This is more or less try and error but with a certain systematic in it.
Normally the warp shader is the critical one and easily blurs to white or fades to black. Once I have found a nice combination of shaders, I disable the comp shader and try various parameters on the warp shader. It's just easier to see the effect without the comp shader getting in the way. Then turn the comp shader on and see what can be done here. The movement and zoom effects are largely down to the comp shader, and adjusting these parameters also takes a lot of time. I find it difficult to get these right. Once it looks fine, I try different music and suddenly it appears to be too wild and shaky, or too slow and predictable... so readjust the parameters or control them in an altogether different way... while of course one preset will never fit all music styles. I want my presets to be reasonably non repetitive, so I use a number of parameters which are either not synchronised such as sin (k1*t), sin (k2*t) etc., or are clocked by the beat in a pattern that will not repeat quickly, such as my vars q27 and q28, where q27 is incremented by the beat and q28 is incremented when q27 goes through 16 or similar. I used this excessively, in the predecessor of infinity, ludicrous speed, which will virtually never repeat. Tweaking never ends, and often you will have new ideas for the warp shader (which has just been finished), for instance by changing the global zoom variable. This is critical because not all previously tried and tested parameter combinations may go well with this new variable, and e.g. under certain circumstances cause white screen. Just got another idea to maky infinity more interesting, simply insert factor q5 in the middle of the comp shader, so it reads float dist = frac(-q9+1.0*n/anz*q5); |
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#49 |
wellspring of milk
Major Dude |
hey martin i know very well what you mean.
Nice preset again! (as usual ![]() usually i begin with the warp shader and then go for the composition part. When I'm going to the comp shader i mostly only do minor edits to the warp. This may also come because you can't do really complex stuff with 64 operations. But this year of being limited to 64 operations was too cool to learn some efficient code tricks. I saw most of your work for the first time just a few days ago and they are all so inspiring. The butterflies are just ![]() but then again there are not very much variables for so complex dynamic systems. the most simple particle in 2D uses 4 variables. And in every one of them i see a dimension. Basically Milkdrop is capable of visualizing a ~30D space. normally we say we're familiar to 2D or 3D, but there are also those hidden ones which represent relationships between objects. that's what i am interested in. ![]() but what am i saying - what would the world be without multiplexer? Order to the chaos - et voila: Infinity. ![]() *very strange worlds on my mind now* (in a positive manner) exploring Hilbert space = lerp'ing between different linear and nonlinear spaces. Martin, you did some impressive 3D tilts on planes. And I showed how to do logarithmic spirals and Möbius transformations. Now that i have the complexity too i guess it's time to build some conjunctions between them. But uh, i guess i talk too much again ![]() ... remember my words, i'll be back! ![]() |
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#50 |
Senior Member
Join Date: Jul 2008
Location: Germany
Posts: 149
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Well the hard work definitely shows
![]() I'm off for a week or so for christmas holidays. So merry christmas everyone ![]() Murphey's fighting Occam, and I'm in the stands. |
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#51 |
Major Dude
Join Date: Nov 2003
Posts: 940
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#52 | |
Senior Member
Join Date: Apr 2008
Location: Somewhere in Southern Indiana
Posts: 184
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Quote:
uhh... what about it? That infinity preset is absolutely kickass by the way. I am the purple heathen. |
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#53 |
wellspring of milk
Major Dude |
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#54 |
Senior Member
Join Date: Apr 2008
Location: Somewhere in Southern Indiana
Posts: 184
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![]() edit: sonofabitch... I am the purple heathen. Last edited by Saint Goody; 28th December 2008 at 16:59. |
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#55 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 942
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One more
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#56 |
wellspring of milk
Major Dude |
one more remix
i just had to try that and it's cool. the 3D effect is gone, but it gives a nice mosaic as i find. edit: Martin recommended a minor color enhancement to the file, it's a bit more shiny now WebSocket Hub for Kinect SDK 2.0 with Milkdrop shader pipeline in VanillaJS and glsl Codepen | Shadertoy | OpenProcessing | studio sketchpad Twitter @ Google+ @ YouTube @ Facebook Last edited by Flexi; 8th January 2009 at 23:29. |
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#57 |
Senior Member
Join Date: Jul 2008
Location: Germany
Posts: 149
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the layered effect is very cool, like an acid trip
![]() you guys both need to write some tutorials explaining the theory behind presets like these, because when I look at them I'm in awe, but when I look at the shader code the awe turns to an unclamped variable awe+confusion which seems to increase linearly to infinity ![]() Murphey's fighting Occam, and I'm in the stands. |
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#58 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 942
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Well, I would do this if I weren't so lazy after a day in the office... Hope I'll psyche myself up sooner or later. However feel free to ask a specific question - would be easier for me to answer than a global "how does this all work" ?
There is not much of a theory, just a few basic transformations which are fairly easy to understand. |
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#59 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 942
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here we go
Last edited by Nitorami; 9th January 2009 at 23:12. |
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#60 |
wellspring of milk
Major Dude |
atmospheric - i love the sky.
here, i donate you my first association: Moby - we are all made of stars |
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#61 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 942
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yeah, more stars
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#62 |
Senior Member
Join Date: Apr 2008
Location: Somewhere in Southern Indiana
Posts: 184
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Oh holyshit, that one's unbelievable...
I am the purple heathen. |
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#63 | |
Senior Member
Join Date: Jul 2008
Location: Germany
Posts: 149
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Quote:
I don't know how it is for anyone else, but when I'm looking at the math in a preset like skywards (very cool as always ![]() rad2 = abs(rad2b*uv1.x)*q30; commenting this out turns the skyscrapers into a single tunnel, so then I can say "ah hah, so this line just turns the tunnel inside out" and the preset makes just that much more sense. from there the next battle is following the variables backward through the code to see how they do it. actually part of the reason I'm writing these articles on the wiki is for me to learn a little more about how the shaders work, and if it helps other people at the same time that's great ![]() by the way, skywards reminds me of unconed's presets from the old winamp AVS ![]() Murphey's fighting Occam, and I'm in the stands. |
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#64 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 942
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It's the same for me in principle, I really have difficulties to reverse engineer other's codes, and therefore rather write my own from scratch.
I imagine the warp shader output as a piece of paper with a pattern on it. It can be displayed 1:1, but it can also be folded into a square tunnel or rolled up to a tube etc. That is what the transformations do; simply start with uv1 = uv-5 to get zero in the middle and than apply transformations to uv1. In the simplest example float2 uv1 = uv-.5; float2 uv2 = float2(atan2(uv1.x,uv1.y), 1/length(uv1)); ret = GetPixel(uv2); the paper would be rolled to a tube which extends to infinity into z-direction, i.e. in viewing direction. If we add the time to one of the components of uv2, the tube will either start to move in z-direction, or rotate. Which means, by the transformation we have replaced x,y by angle and radius. Instead of the length of 1/length(uv1), which is rotational symmetric, we can use other formulae, e.g. 1/(abs(uv1.x)+abs(uv1.y)) will create a square tunnel. Simply play with it and see what happens. To make it more interesting, you may wish to add additional effects, for instance you can overlay the tube picture with a planar view GetPixel(uv) etc., or, as in skywards, mask out the tunnel from a certain depth on and replace it by stars or whatever. |
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#65 |
Senior Member
Join Date: Jul 2008
Location: Germany
Posts: 149
|
ahhh see I never thought of it that way, that the warp shader is like a piece of paper. seems so obvious now that you pointed it out!
I'll do some experimenting with this new insight later today ![]() Murphey's fighting Occam, and I'm in the stands. |
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#66 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 942
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Just a few more
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#67 |
wellspring of milk
Major Dude |
these trees are awesome. great work as usual.
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#68 |
Senior Member
Join Date: Dec 2008
Posts: 400
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Magic and oniric as usual. I must say that it was martin's work that drove me deeper into this thing. Thank you for the inspiration.
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#69 |
Senior Member
Join Date: Sep 2004
Posts: 171
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came up with this quick mashup from that last pack posted
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#70 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 942
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Yeah, just haven't got the time to play with it right now - I'm off to a diving course for three weeks.
Just wanted to send something I just more or less finished. The code needs some tidying up though, but I urgently need some sleep now. Just hope I won't meet any such creatures ![]() |
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#71 |
Senior Member
Join Date: Feb 2008
Posts: 218
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HOLY CRAP! That is beyond awesome.
![]() I just hope it won't haunt me in my dreams. ![]() Actually, I was just passing by to drop of these mashed up remixes of your presets... might need some more work, but at 3:30 am, I don't think I'm capable of diving deeper into your code - and speaking of diving, have fun with your course! ![]() |
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#72 |
wellspring of milk
Major Dude |
http://www.youtube.com/watch?v=4Y4v0ajLYZc&fmt=18
martin, where did you meet this creepy creature? what's its story? Or better, how did it find you? Take a dive into the sea of chaos and bring some fresh inspiration. Spoiler: http://en.wikipedia.org/wiki/Reptilian_humanoid |
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#73 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 942
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Thank you.
The way the beast found me was merely incidential, when I suddenly discovered a creepy face in a mirrored texture. It was gone a second later, but I thought why not help things by artificially modelling the main features of a face. Then I added a perspective in the comp shader as used previously in the Isengard preset, plus reflections. Added a distortion in the warp shader as used for cloud experiments before, and the result look very convincing. The code integrates add-ons very easily ... for instance the blood drooling from the mouth is just a shape, and so is the excrescence on the forehead. It was difficult to find adequate movements, and the lighting. Shedding light on the whole screen would spoil the atmosphere, while too little light will get on your nerves. Also the light should convey a certain nervosity without flickering all the time. Had intended to add many more variations evolving over time, such as the shape of the eyes etc. but haven't got the time, will be picked up any minute now. Back in three weeks hopefully. |
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#74 |
Senior Member
Join Date: Feb 2008
Posts: 218
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See you in three weeks then - meanwhile, another pack of mashups.
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#75 |
wellspring of milk
Major Dude |
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#76 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 942
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A few more.
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#77 |
Senior Member
Join Date: Dec 2008
Posts: 400
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Amazing work. On silent paths is magical.
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#78 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 942
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crystal alley
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#79 |
Member
Join Date: Jan 2006
Posts: 80
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Truly amazing works of art Nitorami.
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#80 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 942
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Silent cathedral
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