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#321 |
Senior Member
Join Date: May 2016
Location: Mississippi, USA
Posts: 285
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Yes, I do believe after a good amount of rest and a good amount of testing, I will publish the latest private builds, they are looking quite good
![]() Old code that worked best and new code that looks intriguing fused together. Both Maelstrom and Synaescope have even been mutually symbiotic in developing each other as well. I'm proud to have introduced this new preset to the community ![]() Cheers and enjoy ![]() ![]() ![]() Creativity turned into madness. And then back again. |
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#322 |
Senior Member
Join Date: May 2016
Location: Mississippi, USA
Posts: 285
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I have v3 of Maelstrom ready, a significant update. Should be a good bit more refined.
BTW, Does anybody know if its possible and if so how to get the uv coordinates of "ret" or other tex2D variables? It seems straightforward enough to extract color values from UV coords, but I don't know of a way to do the reverse. In other words, how would I, say, create e.g. "float2 uv2 ..." such that GetPixel(uv2) gives me "ret" instead of "tex2D(sampler_pc_main, uv2)? Perhaps there's a long way around, too. Synaescope just takes the warp shader and modifies it. What I'd like to do is take the final result in the comp shader of Maelstrom v3 and then modify that like Synaescope does the warp shader. I know, expensive, but I'm sure the result would be awesome ![]() Cheers and enjoy ![]() ![]() ![]() Creativity turned into madness. And then back again. |
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#323 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 940
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Not sure if I understand the question correctly, but you cannot do the same with the comp shader as you can with the warp shader.
ret = GetPixel(uv2) is identical to ret = tex2D(sampler_main, uv2). BUT there is a difference between warp and comp shader: In the warp shader, GetPixel() is its own previous output, i.e. its content one frame ago. I.e. the warp shader can feed its own output back to its input like an echo. E.g. ret = GetPixel(uv)*0.9 in the warp shader causes a slow fading effect. The output of the warp shader (ret) goes to the comp shader. The comp can access this via GetPixel(). The output (ret) of the comp shader goes to the screen. That is fixed in milkdrop, you cannot change it. |
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#324 |
Senior Member
Join Date: May 2016
Location: Mississippi, USA
Posts: 285
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Thanks for the information, martin. Saved me some trouble
![]() Looks like there will be a v8 for Synaescope after all ![]() Cheers and enjoy the new hopefully awesome sauce ![]() ![]() Creativity turned into madness. And then back again. |
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#325 |
Senior Member
Join Date: May 2016
Location: Mississippi, USA
Posts: 285
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I am not in the best of moods now, and my creative ability has suffered somewhat in the short term. There's still some work I'd like to do with the beat detection, as the presets tend to jump too much. Getting the beat detection just right has been just about the most difficult quality to nail down. The visuals a great though. I will give this another go and try and take about a week or so off.
In the meantime, I do have updates for both presets that I've tested A LOT against the last two versions and am just fed up right now with doing any more work with Maelstrom / Synaescope at the moment, so hopefully no glaring problems slipped by. On of the main improvements, for Maelstrom, was that I significantly reduced the presence of the flashing borders so my eyes wouldn't be boxed in and free to wander around the screen. I also updated the post processing a bit for both. Anyways, cheers and enjoy ![]() ![]() ![]() Creativity turned into madness. And then back again. |
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#326 |
Senior Member
Join Date: May 2016
Location: Mississippi, USA
Posts: 285
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Maelstrom v4 features a more dynamic yet visually synaesthetic response to the music and the visuals. Also, I noticed that the flashing borders tended to focus my attention on the center. Reducing this effect I was more easily able to let my eyes freely wander around the screen and take in the whole picture.
The same is so with Synaescope v9. There seemed to be a little less of an effect borrowing and adapting Malestrom v4's comp shader code, but still the effect was positive and a bit different than Maelstrom's, even with such similar "post processing" code. Cheers and enjoy ![]() ![]() Creativity turned into madness. And then back again. |
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#327 |
Senior Member
Join Date: May 2016
Location: Mississippi, USA
Posts: 285
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Maelstrom v4a and Synaescope v9a are ready. Better beat response, especially for quieter music. Better post processing too.
Cheers and enjoy ![]() Creativity turned into madness. And then back again. |
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#328 |
Senior Member
Join Date: May 2016
Location: Mississippi, USA
Posts: 285
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Here, both presets go up a version number because of even further advanced post processing.
Cheers and enjoy ![]() ![]() Creativity turned into madness. And then back again. |
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#329 |
Senior Member
Join Date: May 2016
Location: Mississippi, USA
Posts: 285
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Better beat response, less smearing, better lighting in post processing.
Cheers and enjoy ![]() ![]() Creativity turned into madness. And then back again. |
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#330 |
Junior Member
Join Date: Jan 2008
Posts: 41
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Very intricate presets that scale well to 4k. Good stuff
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#331 |
Senior Member
Join Date: May 2016
Location: Mississippi, USA
Posts: 285
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Thanks neebster, I really appreciate your feedback
![]() ![]() Creativity turned into madness. And then back again. |
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#332 |
Senior Member
Join Date: May 2016
Location: Mississippi, USA
Posts: 285
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A bit more colorful, towards fixing the sometimes excessive de-saturation.
Anyway's, I've been staring at small but cumulative changes in this preset for so long I was losing conscious awareness of the details and seeing mostly the general form, so I'm glad its intricate ![]() ![]() Creativity turned into madness. And then back again. Last edited by Fumbling_Foo; 25th October 2018 at 19:40. |
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#333 |
Senior Member
Join Date: May 2016
Location: Mississippi, USA
Posts: 285
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Z-ZOMG! Maelstrom has so many downloads already! Unique downloads or users downloading more than once
![]() Creativity turned into madness. And then back again. |
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#334 |
Senior Member
Join Date: May 2016
Location: Mississippi, USA
Posts: 285
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Maelstrom v6 and Synaescope v11 are ready for release.
These versions include better detail and pattern evolution, as well as a fix for the peripheral patterns from per-vertex warping sometimes going out of spec. Note: These versions were saved in winamp 5.8, so hopefully they will still be compatible with winamp 5.666. Cheers and enjoy ![]() ![]() Creativity turned into madness. And then back again. |
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#335 |
Senior Member
Join Date: May 2016
Location: Mississippi, USA
Posts: 285
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Live update here, I'm liking very much the new change. The beat response should be more interesting now with a new q variable.
Cheers and enjoy ![]() ![]() Creativity turned into madness. And then back again. |
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#336 | |
Junior Member
Join Date: Jan 2019
Posts: 1
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Quote:
When i try to use both of those i always get a black screen no matter what version i chose. help? |
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#337 |
Senior Member
Join Date: May 2016
Location: Mississippi, USA
Posts: 285
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Hi systemcrasher, I apologize for not stopping by sooner its been a while since I checked the winamp forums (been working with WACUP and I have newer presets there in the discord channel)
This fix should work on my older presets like these. So, at the top of the milkdrop file: MILKDROP_PRESET_VERSION=201 PSVERSION=4 PSVERSION_WARP=4 PSVERSION_COMP=4 change these to: MILKDROP_PRESET_VERSION=201 PSVERSION=3 PSVERSION_WARP=3 PSVERSION_COMP=3 There is a bug in milkdrop where if the PS version is set to 4, some graphic cards will cause it to throw an error / not display. This has been fixed in WACUP. cheers and thanks for your and everyone's interest in my presets ![]() Edit: I'm going to release my now latest work on the star forge project here, though it is PS version 4 and probably has too many instructions to work in PS v 3... Creativity turned into madness. And then back again. |
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#338 |
Senior Member
Join Date: May 2016
Location: Mississippi, USA
Posts: 285
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Latest milestone of development at this time. Tested at and developed in 4k 30fps. Again, Shader Model 3 / PSVERSION=4 only
![]() Creativity turned into madness. And then back again. |
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