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unchained
18th October 2001, 10:59
Many thanks to Krash for letting me know that user-created variables ARE in fact persistant across frames. Thanks to this fact, I now present a preset in which not only the pace/ammount of the effect is beat driven, but the type of effect itself changes based on what the beat's doing.

I'm just getting started with this code, but here's a modification of my "perverted dialect" preset as a teaser.

================
Tribal Dialect
================
[preset00]
fRating=4.000000
fGammaAdj=2.000000
fDecay=0.978000
fVideoEchoZoom=1.006500
fVideoEchoAlpha=0.500000
nVideoEchoOrientation=0
nWaveMode=7
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=0.799999
fWaveScale=2.047093
fWaveSmoothing=0.750000
fWaveParam=0.000000
fModWaveAlphaStart=0.750000
fModWaveAlphaEnd=0.950000
fWarpAnimSpeed=1.000000
fWarpScale=1.000000
fZoomExponent=3.394161
fShader=0.000000
zoom=1.008148
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
ob_size=0.010000
ob_r=0.000000
ob_g=0.000000
ob_b=0.000000
ob_a=1.000000
ib_size=0.010000
ib_r=0.250000
ib_g=0.250000
ib_b=0.250000
ib_a=0.000000
per_frame_1=warp = 0;
per_frame_2=dx = dx - .001;
per_frame_3=dy = dy - .001;
per_frame_4=wave_r = wave_r + if(above(bass_att,1.4),1,.49*sin(time*2));
per_frame_5=wave_g = wave_g + if(above(bass_att,1.4),0,if(above(treb_att,1.4),1,.49*sin(time*3)));
per_frame_6=wave_b = wave_b + if(above(treb_att,1.4),0,.49*sin(time));
per_frame_7=bass_flux=if(equal(abs(bass_flux),1),bass_flux,1)*if(above(abs(timing),.97),-1,if(above(bass_att,1.3),-1,1));
per_frame_8=treb_flux=if(equal(abs(treb_flux),1),treb_flux,1)*if(above(treb_att,1.3),-1,1);
per_frame_9=timing=if(above(abs(timing),.97),timing*.9,timing)+if(above(mid_att,1.3),.09,.03)*bass_flux;
per_frame_10=q1=timing;
per_frame_11=q2=-timing*bass_flux;
per_frame_12=q3=timing*treb_flux;
per_frame_13=rot=if(above(q1,0),if(above(q2,0),.1,-.1),0);
per_frame_14=zoom=zoom+.05*q2+.05*q1;
per_frame_15=wave_mystery=wave_mystery+.7*q1+.3*q2;
per_frame_16=wave_size=wave_size+0.5*q3;
per_frame_17=cx=cx+.2*q1;
per_frame_18=cy=cy+.2*q3;
per_pixel_1=centerx = .5;
per_pixel_2=centery = .5;
per_pixel_3=crad = abs(rad-.5)*q2;
per_pixel_4=grid=abs(x*10-5)%2 + abs(y*10-5)%2;
per_pixel_5=sx_temp = if(equal(grid,0),if(above(x,centerx),sx - crad - centerx,sx + crad - centerx),sx);
per_pixel_6=sy_temp = if(equal(grid,0),if(above(y,centery),sy - crad - centery,sy + crad - centery),sy);
per_pixel_7=sx=if(below(q1,0),sx-sx_temp*q2*.1,sx);
per_pixel_8=sy=if(below(q1,0),sy-sx_temp*q2*.1,sy);

I'm going to look at that "bass_thresh" code from the shift preset, and see if I can't come up with something more like real BPM detection. For now, those who LIKE jittery presets feel free to change every occurance of 1.3 above to .9 or so. :)

--
unchained

unchained
18th October 2001, 11:01
Forgot the zip.

Mashei
19th October 2001, 03:31
Certainly one of the most original and dynamic sequences I've seen yet. It's like three presets in one. The waffle orb (or something) effect is also very intriguing. However, I must say that, to me, the preset seems a little... unsure of itself most of the time. While the quality of it is very nice, the fluidity is somewhat lacking. It tries to react to so many variables that sometimes you get a very erratic and unpleasant effect. With some songs you might see a waffle for a fraction of a second then suddenly the screen begins to vibrate violently like it was trying to take back what it last displayed as if it were a mistake. Just my thoughts.

unchained
19th October 2001, 05:22
I know what you mean about the wobble, and I've hopefully got it licked. Here's something new, and hopefully a little more fluid.

===================
Once Again Deadly
===================
[preset00]
fRating=4.000000
fGammaAdj=2.000000
fDecay=0.981000
fVideoEchoZoom=1.999700
fVideoEchoAlpha=0.750000
nVideoEchoOrientation=2
nWaveMode=5
bAdditiveWaves=1
bWaveDots=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bMotionVectorsOn=0
bRedBlueStereo=0
nMotionVectorsX=12
nMotionVectorsY=9
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=2.781664
fWaveScale=3.908390
fWaveSmoothing=0.000000
fWaveParam=0.000000
fModWaveAlphaStart=0.950000
fModWaveAlphaEnd=0.750000
fWarpAnimSpeed=1.000000
fWarpScale=1.000000
fZoomExponent=1.028265
fShader=0.100000
zoom=1.009898
rot=0.000000
cx=0.470000
cy=0.500000
dx=0.000000
dy=0.000000
warp=1.000000
sx=0.990099
sy=0.990099
wave_r=0.000000
wave_g=0.000000
wave_b=0.000000
wave_x=0.500000
wave_y=0.500000
ob_size=0.010000
ob_r=0.000000
ob_g=0.000000
ob_b=0.000000
ob_a=0.000000
ib_size=0.000000
ib_r=0.250000
ib_g=0.250000
ib_b=0.250000
ib_a=0.000000
per_frame_1=warp=0;
per_frame_2=bass_flip=if(equal(abs(bass_flip),1),bass_flip,-1)*if(above(bass_att,1.4),-1,1);
per_frame_3=treb_flip=if(equal(abs(treb_flip),1),treb_flip,-1)*if(above(treb_att,1.4),-1,1);
per_frame_4=state=1+if(equal(bass_flip,1),2,0)+if(equal(treb_flip,1),1,0);
per_frame_5=wave_r=if(equal(abs(state-3),1),0+.2*sin(time*.6),if(above(state,2),.9+.1*sin(time),.6+.08*sin(time)));
per_frame_6=wave_g=if(equal(abs(state-3),1),0,if(equal(state,3),0,.49));
per_frame_7=wave_b=if(equal(abs(state-3),1),.9+.1*sin(time*.7),0);
per_frame_8=zoom_fade=if(above(abs(1-zoom_fade),.1),1,if(above(state,2),zoom_fade-.008,zoom_fade+.01));
per_frame_9=zoom=zoom_fade;
per_frame_10=wave_x=wave_x+.13*state*sin(time*1.1*state);
per_frame_11=wave_y=wave_y+.13*(4-state)*sin(time*1.2*(4-state));
per_frame_12=rot=rot+.05*sin(time)*state;
per_frame_13=ob_r=wave_r;
per_frame_14=ob_g=wave_g;
per_frame_15=ob_b=wave_b;
per_frame_16=ob_a=.3*(3-state);
per_frame_17=q1=state;
per_pixel_1=grid=abs(x*10-5)%2 + abs(y*10-5)%2;
per_pixel_2=sx=if(equal(grid,if(above(q1,2),0,1)),if(equal(abs(q1-3),1),sx-.2*q1*abs(sin(time*q1)),sx),sx);
per_pixel_3=sy=sx;
per_pixel_4=zoom=zoom-.07*acos(y*2-1)*sin(time*1.2*q1)*zoom;

StudioMusic
19th October 2001, 06:54
Once Again Deadly is very good. SM