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-   MilkDrop Presets (http://forums.winamp.com/forumdisplay.php?f=84)
-   -   new presets+help needed (http://forums.winamp.com/showthread.php?t=183771)

[Ishan] 18th June 2004 15:54

new presets+help needed
 
1 Attachment(s)
made three new presets, optimization comments needed :)
btw, i'm pretty weak at custom waves and shapes.....could someone bother explaining stuff to me? or a link maybe?

Phat 18th June 2004 16:44

Shapes are cool, they have the textured function, that's where they are most powerfull, they can move textures. They have a habit of slowing stuff down if they are textured though.

The real power with custom waves is 3d stuff. Imagin you have a x and y graph. The screen would be quadrent 1, x and y go from 0-1. You basicly devide the third demention, where a z of zero is at the screen.

Using a vidio echo of 1 usually produces stuff that people see as faces, angles, and deamons.

Alot of times, custom waves with dots turned on takes up less processer time then motion vectors.

Alot of the post proccessing effects steal alot of frame rate.

I tend to use a -1 zoom alot. I don't think anyone else does.... This basicly flips the screen every other frame. But if your presets are going at higher then like 60 fps you shouldn't be able to notice it, and it will just look like a vidio echo, withount costing alot.

alot of simple zoom effects look really really cool. Also what looks really cool is slow textured (the whole screen) movements. Using like dx and dy.

Hope this helps some.

[Ishan] 18th June 2004 17:00

yeah i know about 3d stuff.....i am an AVS'er too(if you have'nt noticed my sig already)

[Ishan] 19th June 2004 07:36

some more comments would really be of some help :p come on people wake up!

Krash 21st June 2004 12:40

If you're an AVSer, then custom waves should be easy. It works exactly the same as Superscopes in AVS.

For shapes, there's not alot of complicated stuff you can do with them. Most of the really cool effects come from either textured shapes (most often used to generate fractals), or the motion of the preset as a whole.

Remember that you can pass variables between different sections of code - set q1 through q8 in the per_frame section, and you can use it in any of the other sections - per_pixel, all custom shape sections and all custom wave sections.

If you're coming from AVS...
Think of the whole of MD like one gigantic Dynamic Movement. You can move things around on a macro scale, or define sub sections you can move separately. Everything else (wave forms, borders, motion vectors, shapes, and custom waves) get rendered on top of the DM every frame, and blended into it on subsequent frames.

That may help. If you find a preset you like, and want to know how it was done, just ask - someone will explain it to you.

- Krash

[Ishan] 21st June 2004 14:24

cool. that helped...and yeah i worked out the custom waves thingy.

ondras 22nd June 2004 12:01

OT: I would be more careful with the term 'fractal'. I am no mathematical specialist, but I am a little bit afraid that *real* fractals are somehow complicated things. Their correct definition is far away from my understanding, it has to do something with Hausdorf & Topological dimensions, read here.
This is why I am not sure whether 'fractal' is adequate term for what we see in Milkdrop. I would personally call them 'recursive shapes' or something like that. Excuse me if I am wrong.

Krash 23rd June 2004 09:51

I had always assummed that a fractal was something with infinite complexity. A cloud is a good example. Zoom in on the fluffy adge of a cloud, and you get an edge which looks - like the edge of a cloud. Zoom in on that, and it's still puffy. Zoom in more, still puffy. Zoom right in to molecular scale, and the layout of water molecules on the edge of the cloud is still in a puffy "cloud" shape.

The same goes for what we see in milkdrop. If you had a staggeringly large texture and screen resolution, Then the recursive shape would occur right down until it only took up a handful of pixels.

The images in MD may not be true mathematical fractals (the textured shapes are just "take a screen shot, rotate it a bit, shrink it some, and paste it here" after all. But they look look like fractals, and they move like fractals, and dammit, that's good enough for me.

- Krash

Phat 24th June 2004 11:53

:)

PieturP 24th June 2004 15:07

OT: still on the fractal stuff...

would'nt it be possible to generate 'real' fractals by drawing dots (see my dots in a practical way presets) with mathematical fractal code?

I'm not an math guru but I think it would be possible (even if you need itteration for those functions) to use some basic multiplying code to define colors and plot them on an x-y plot...

Let me know (or show me :) )

Zylot 24th June 2004 16:00

The problem is, waves have a max of 512 dots, a fractal would need alot more then that to even create the illusion of one.

ondras 24th June 2004 20:53

Well,
if texture mapping to custom shapes had an option 'texture location', creation of Sierpinski Gasket would be possible (one big triangle, three little ones rotated 180° in each corner. Or is this just a wish?

PieturP 25th June 2004 18:14

Zylot, you're right, but if you take a look at my dots in a practical way presets, you see that I use more than 512 dots... just use 512 dots for the horizontal ones, and then in the next frame go one 'pixel' down and repeat...

[Ishan] 26th June 2004 05:35

keep on talking people......its of good help to me :)


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