PDA

View Full Version : A few more for y'all


Zylot
22nd August 2001, 20:38
Well, while yer anxiously waiting 1.0, why not enjoy some new presets.

----------------
Liquid Skies
----------------

[preset00]
fRating=3.000000
fGammaAdj=2.000000
fDecay=0.980000
fVideoEchoZoom=2.000000
fVideoEchoAlpha=0.000000
nVideoEchoOrientation=0
nWaveMode=5
bAdditiveWaves=0
bWaveDots=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bMotionVectorsOn=0
bRedBlueStereo=0
nMotionVectorsX=12
nMotionVectorsY=9
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.800000
fWaveScale=3.645672
fWaveSmoothing=0.000000
fWaveParam=-0.000000
fModWaveAlphaStart=0.750000
fModWaveAlphaEnd=0.950000
fWarpAnimSpeed=1.000000
fWarpScale=1.000000
fZoomExponent=1.000000
fShader=0.000000
zoom=1.000000
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=1.000000
sx=1.000000
sy=1.000000
wave_r=0.500000
wave_g=0.500000
wave_b=0.500000
wave_x=0.500000
wave_y=0.500000
per_frame_1=zoom = zoom + .05 + .05*sin(time*.222);
per_frame_2=wave_r = wave_r + .175*sin(time*.111);
per_frame_3=wave_g = wave_g + .175*sin(time*.222);
per_frame_4=wave_b = wave_b + .175*sin(time*.333);
per_pixel_1=zoom = zoom + .05*sin(rad*20*time);
per_pixel_2=rot = rot + .1*sin(rad*5+time*.55);
per_pixel_3=zoomexp = .5;

------------------
Through Crystal Eyes
------------------

[preset00]
fRating=3.000000
fGammaAdj=2.000000
fDecay=0.980000
fVideoEchoZoom=2.000000
fVideoEchoAlpha=0.000000
nVideoEchoOrientation=0
nWaveMode=7
bAdditiveWaves=0
bWaveDots=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bMotionVectorsOn=0
bRedBlueStereo=0
nMotionVectorsX=12
nMotionVectorsY=9
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.800000
fWaveScale=0.741900
fWaveSmoothing=0.000000
fWaveParam=-0.000000
fModWaveAlphaStart=0.750000
fModWaveAlphaEnd=0.950000
fWarpAnimSpeed=1.000000
fWarpScale=1.000000
fZoomExponent=1.000000
fShader=0.000000
zoom=1.000000
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=1.000000
sx=1.000000
sy=1.000000
wave_r=0.500000
wave_g=0.500000
wave_b=0.500000
wave_x=0.500000
wave_y=0.500000
per_frame_1=zoom = zoom + .05 + .05*sin(time*.222);
per_frame_2=wave_r = wave_r + .175*sin(time*.111);
per_frame_3=wave_g = wave_g + .175*sin(time*.222);
per_frame_4=wave_b = wave_b + .175*sin(time*.333);
per_pixel_1=zoom = zoom + .05*sin(ang*5+time*rad);
per_pixel_2=rot = rot + .1*sin(rad*20+time);
per_pixel_3=dx = 5*atan(zoom/rot);

------------------
Mefit's Miniture Meteor
------------------

[preset00]
fRating=3.000000
fGammaAdj=2.000000
fDecay=0.990000
fVideoEchoZoom=2.000000
fVideoEchoAlpha=0.000000
nVideoEchoOrientation=0
nWaveMode=0
bAdditiveWaves=0
bWaveDots=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=0
bDarkenCenter=0
bMotionVectorsOn=0
bRedBlueStereo=0
nMotionVectorsX=12
nMotionVectorsY=9
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.800000
fWaveScale=0.010000
fWaveSmoothing=0.750000
fWaveParam=-0.380000
fModWaveAlphaStart=0.750000
fModWaveAlphaEnd=0.950000
fWarpAnimSpeed=1.000000
fWarpScale=1.000000
fZoomExponent=0.999995
fShader=0.000000
zoom=1.220190
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=0.999997
sx=1.000000
sy=1.000000
wave_r=0.500000
wave_g=0.500000
wave_b=0.500000
wave_x=0.500000
wave_y=0.500000
per_frame_1=warp = 0;
per_frame_2=dx = dx - .001;
per_frame_3=dy = dy - .001;
per_frame_4=decay = 99999;
per_frame_5=wave_mystery = wave_mystery + .05*sin(time)+bass*.01;
per_frame_6=wave_x = wave_x + .1*sin(time);
per_frame_7=wave_y = wave_y + .1*sin(time+(time/2));
per_pixel_1=dx = dx + (rand(5)*.2)*.1;
per_pixel_2=dy = dy + (rand(5)*.2)*.1;

------------------------
Through a Darkened Path
------------------------

[preset00]
fRating=3.000000
fGammaAdj=1.300000
fDecay=0.980000
fVideoEchoZoom=2.000000
fVideoEchoAlpha=0.000000
nVideoEchoOrientation=0
nWaveMode=0
bAdditiveWaves=0
bWaveDots=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=1
bMotionVectorsOn=0
bRedBlueStereo=0
nMotionVectorsX=12
nMotionVectorsY=9
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.800000
fWaveScale=0.369711
fWaveSmoothing=0.750000
fWaveParam=-0.520000
fModWaveAlphaStart=0.750000
fModWaveAlphaEnd=0.950000
fWarpAnimSpeed=1.000000
fWarpScale=1.000000
fZoomExponent=1.000000
fShader=0.000000
zoom=1.000000
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=1.000000
sx=1.000000
sy=1.000000
wave_r=0.100000
wave_g=0.100000
wave_b=0.100000
wave_x=0.500000
wave_y=0.500000
per_frame_1=warp = 0;
per_frame_2=wave_r = wave_r + bass*.3;
per_frame_3=wave_g = wave_g + treb*.3;
per_frame_4=wave_b = wave_b + mid*.3;
per_frame_5=dx = dx -.001;
per_frame_6=dy = dy - .001;
per_frame_7=rot = .1*sin(mid_att*.05)
per_pixel_1=ray = pow(rad,1.9)+.060;
per_pixel_2=zoom = if(above(rad,ray),(ray/rad)*1.9,-6);
per_pixel_3=rot = if(above(rad,ray),rot,sin(rad+time));

------------------
Through Glass Eyes
------------------

[preset00]
fRating=3.000000
fGammaAdj=1.300000
fDecay=0.980000
fVideoEchoZoom=2.000000
fVideoEchoAlpha=0.000000
nVideoEchoOrientation=0
nWaveMode=0
bAdditiveWaves=0
bWaveDots=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=1
bMotionVectorsOn=0
bRedBlueStereo=0
nMotionVectorsX=12
nMotionVectorsY=9
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=5.298466
fWaveScale=0.010000
fWaveSmoothing=0.750000
fWaveParam=-0.400000
fModWaveAlphaStart=0.750000
fModWaveAlphaEnd=0.950000
fWarpAnimSpeed=1.000000
fWarpScale=1.000000
fZoomExponent=1.000000
fShader=0.000000
zoom=1.000000
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=1.000000
sx=1.000000
sy=1.000000
wave_r=0.500000
wave_g=0.500000
wave_b=0.500000
wave_x=0.500000
wave_y=0.500000
per_frame_1=warp = 0;
per_frame_2=wave_r = wave_r + .5*sin(time*333) + bass*.3;
per_frame_3=wave_g = wave_g + .5*sin(time*222) + treb*.3;
per_frame_4=wave_b = wave_b + .5*sin(time*111) + mid*.3;
per_frame_5=dx = dx -.001;
per_frame_6=dy = dy - .001;
per_frame_7=rot = .1*sin(mid_att*.05)
per_pixel_1=ray = pow(rad,1.9)+.055;
per_pixel_2=zoom = (ray/rad)*1.9+.05 + .05*sin(ang*3+time);
per_pixel_3=dx = if(above(rad,ray),dx,ray*10);

--------------------
Sound Vault
--------------------

[preset00]
fRating=4.000000
fGammaAdj=1.300000
fDecay=0.980000
fVideoEchoZoom=2.000000
fVideoEchoAlpha=0.000000
nVideoEchoOrientation=0
nWaveMode=0
bAdditiveWaves=0
bWaveDots=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=1
bMotionVectorsOn=0
bRedBlueStereo=0
nMotionVectorsX=12
nMotionVectorsY=9
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.800000
fWaveScale=1.644630
fWaveSmoothing=0.750000
fWaveParam=-0.520000
fModWaveAlphaStart=0.750000
fModWaveAlphaEnd=0.950000
fWarpAnimSpeed=1.000000
fWarpScale=1.000000
fZoomExponent=1.000000
fShader=0.000000
zoom=1.000000
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=1.000000
sx=1.000000
sy=1.000000
wave_r=0.100000
wave_g=0.100000
wave_b=0.100000
wave_x=0.500000
wave_y=0.500000
per_frame_1=warp = 0;
per_frame_2=wave_r = wave_r + bass*.3;
per_frame_3=wave_g = wave_g + treb*.3;
per_frame_4=wave_b = wave_b + mid*.3;
per_frame_5=dx = dx -.001;
per_frame_6=dy = dy - .001;
per_pixel_1=ray = pow(rad,1.9)-.2;
per_pixel_2=zoom = (ray/rad)*2+.17*sin(time + mid_att);

---------------------------------------------------------------
Fun fun fun, well, i took getter sun and made some variations. Then I went off and did a few from scratch jobs. Enjoy!
(Crank up the mesh on Through Crystal Eyes ;))

bmelgren
22nd August 2001, 23:08
Z,
Didn't care much for Liquid Skys or Through a Darkened Path, but the other four were fun... Especially Through Glass Eyes. I liked turning off texture wrap and increasing the wave size till its peaks just escaped the inward curvature horizons. And, as always, I enjoy the names you choose. Always poetic and appropriate...

bmelgren
22nd August 2001, 23:36
Got to playing with it some more and came up with this very nice (I think) variant... Whatcha think? Any good names occur to you? Really needs the mesh cranked all the way up to get the best effect.

[preset00]
fRating=3.000000
fGammaAdj=1.160000
fDecay=0.970000
fVideoEchoZoom=2.000000
fVideoEchoAlpha=0.000000
nVideoEchoOrientation=0
nWaveMode=5
bAdditiveWaves=0
bWaveDots=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=0
bDarkenCenter=1
bMotionVectorsOn=0
bRedBlueStereo=0
nMotionVectorsX=12
nMotionVectorsY=9
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=5.298400
fWaveScale=0.434309
fWaveSmoothing=0.750000
fWaveParam=-0.460000
fModWaveAlphaStart=0.750000
fModWaveAlphaEnd=0.950000
fWarpAnimSpeed=1.000000
fWarpScale=1.000000
fZoomExponent=1.000000
fShader=0.000000
zoom=1.000000
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=1.000000
sx=1.000000
sy=1.000000
wave_r=0.500000
wave_g=0.500000
wave_b=0.500000
wave_x=0.500000
wave_y=0.500000
per_frame_1=warp = 0;
per_frame_2=wave_r = wave_r + .5*sin(time*333) + bass*.3;
per_frame_3=wave_g = wave_g + .5*sin(time*222) + treb*.01;
per_frame_4=wave_b = wave_b + .5*sin(time*111) + mid*.3;
per_frame_5=dx = dx -.0001;
per_frame_6=dy = dy - .0005;
per_frame_7=rot = .5*sin(mid_att*.05)
per_pixel_1=ray = pow(rad,1.85)+.032;
per_pixel_2=zoom = (ray/rad)*1.85+.05 + .3*sin(ang*3+time);

Krash
23rd August 2001, 04:46
Living rainbow, maybe?

It does seem very organic....

- Krash

Zylot
23rd August 2001, 14:23
Then I did high mesh like I was supposed to ;)

Living Rainbow works well.

bmelgren
23rd August 2001, 23:20
Dudes, I see no end to the fun we can have with this one. Check this:
Dancing neurons!

-----------------------------------------
Pentultimate neural slipstream.milk
-----------------------------------------

[preset00]
fRating=3.000000
fGammaAdj=1.160000
fDecay=0.970000
fVideoEchoZoom=3.007504
fVideoEchoAlpha=0.500000
nVideoEchoOrientation=1
nWaveMode=5
bAdditiveWaves=0
bWaveDots=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=1
bMotionVectorsOn=0
bRedBlueStereo=0
nMotionVectorsX=12
nMotionVectorsY=9
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=5.298400
fWaveScale=0.434309
fWaveSmoothing=0.750000
fWaveParam=-0.460000
fModWaveAlphaStart=0.750000
fModWaveAlphaEnd=0.950000
fWarpAnimSpeed=1.000000
fWarpScale=1.000000
fZoomExponent=1.074097
fShader=0.000000
zoom=1.000000
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=1.000000
sx=1.000000
sy=1.000000
wave_r=0.500000
wave_g=0.500000
wave_b=0.500000
wave_x=0.500000
wave_y=0.500000
per_frame_1=wave_r = wave_r + .5*sin(time*333) + bass*.3;
per_frame_2=wave_g = wave_g + .5*sin(time*222) + treb*.3;
per_frame_3=wave_b = wave_b + .5*sin(time*111) + mid*.3;
per_frame_4=dx = dx -.00001;
per_frame_5=dy = dy - .00001;
per_frame_6=rot = .4*sin(mid_att*.05)
per_pixel_1=ray = pow(rad,1.7)+.035;
per_pixel_2=zoom = (ray/rad)*1.65 + .3*sin(ang*6)+(bass*.05);

bmelgren
24th August 2001, 13:06
Meant to multiply the angle by 5 in per pixel line 2 so my made-up word "pentultimate" would be descriptive. Should be Hexultimate Neural Slipstream as it is... Oh well, looks cool either way.

Zylot
25th August 2001, 14:49
I like it much, specially the name ;)

Though it does require high mesh, and I can't view that with a decent framerate. That's what i callc ruelty to lesser computers ;(