Old 12th September 2008, 13:14   #1
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Cope's finished stuff

the results of the fire effect. looks nothing like the ATI demo I was talking about in the lab thread, but what the hell. no response to music either, maybe someone could whip something up?
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Old 12th September 2008, 16:26   #2
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Very good - best fire simulation I've seen so far. The idea with the layered and multiplicated jpgs is brillant.
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Old 12th September 2008, 16:30   #3
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thanks Nitorami, means a lot coming from a preset god

I've gone and whipped up a better version, I think the fire looks more realistic in this one. it uses the same textures as the first.
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File Type: milk cope - inferno (better mix).milk (6.8 KB, 451 views)

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Old 12th September 2008, 17:04   #4
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I personally would not modulate the brightness with a hard beat, because it looks unnatural. The fire is meant to look real, but a true fire does not pulsate like this.

BTW here's a tip: You can save the alpha channel jpg simply by replacing "ret *= a2" with "ret *= uv_orig.y".
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Old 12th September 2008, 20:57   #5
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ahhh right, why didn't I think of that!

I've been trying to get the fire to flare up on beats. you're right that it looks very unnatural, it should be flaring up from the bottom and moving upward instead of just appearing. but I haven't quite figured out how to do that yet.

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Old 12th September 2008, 21:59   #6
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Made an attempt on that, essentially

1. Smoothed things in the warp shader: instead of
ret = ret1, say
ret = .2*ret1 + .8*GetPixel(uv_orig + float2(0,dy))

Make dy dependant on the luminance, so you'll get dy dependant on brightness. Do not exaggerate however.

2. Shifted the alpha channel in the warp shader vertically with the volume.

3. In the comp shader, shifted the color space more to white with volume
ret1 = reta.r * (.5*bass_att*uv_orig.y+reta) + (reta.r)*ret;

4. in the frame equations, exchanged time by trel, which depends on vol: trel = trel + (1+vol/2)/fps;
note: Never forget in such cases to divide by fps (as you did in mtime), otherwise the speed of your preset will depend on frames per second!!!

5. In the comp shader, overlayed a second layer with double size (ret2) to get a hint of spatial impression.

Note: Generally don't use ret too early in the preset, better assign it at the end of the code only and use ret1, ret2 etc. in the meantime. Avoids confusion.
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File Type: milk cope - inferno-x.milk (7.5 KB, 405 views)
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Old 15th September 2008, 19:10   #7
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thanks for the tips nitorami, that's what I had in mind.

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Old 15th September 2008, 19:48   #8
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this one was inspired by this video of ferrofluid in a rotating magnetic field, pretty interesting stuff

http://www.youtube.com/watch?v=A5OhZ9wT568

it doesn't work too well with very quiet music.
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File Type: milk cope - ferrofluid.milk (5.8 KB, 442 views)

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Old 15th September 2008, 20:25   #9
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yeah, great video. it must be one and a half years ago when i have found it first on slashdot.
and i love that preset too, remembers me of my first mindblob days.
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Old 16th September 2008, 08:20   #10
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That was your code on that video! =)
Really cool - got another link!
http://www.youtube.com/watch?v=sOMiowrff0Y
edit:found another : move to 1:56
http://www.youtube.com/watch?v=OfsLmjaLpnY

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Old 16th September 2008, 21:41   #11
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WoW! That liquid growing 'fingers' is really strange. Kinda reminds me of Solaris.
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Old 18th September 2008, 12:27   #12
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Santa Barbara - everything has just started!

New raw fingers. 100% meat.
In fact, these fingers are like in the 'BLARFFF bubble' preset.
Lot MORE of these strange fx:
http://www.youtube.com/watch?v=XiUuCbeKAus
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
This is like Milkdrop!
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File Type: milk fed - glowing 5 - fingers rmx.milk (6.5 KB, 362 views)

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Old 18th September 2008, 17:20   #13
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http://www.youtube.com/watch?v=SQq_XmhBTgg

ok, today i had a very overwhelming experience. i helped my girl-friend with a paper she had to write for her mathematics studies. the topic was predator-prey systems, which i told her to choose because i so adore it for simulation
so today i took one of her books that she borrowed from library which is called 'Mathematical Biology'. i opened it and the picture on that page looked exactly the way of some of my Milkdrop presets. Then i realized, i must have accidentally implemented one kind of the so-called Belousov-Zhabotinsky Reaction which is to be found in several chemical reactions as well as in the cortical propagation of migraine and many other natural systems - see http://www.youtube.com/watch?v=GEF_NtTNeMc&NR=1 and the following links. that was really kinda impressive to get to know for me today.
I finally found the mathematical-theoretic basis for pretty much of my empirical studies with Milkdrops shader code
The introduction of PixelShaders truly made Milkdrop a Chaos-Viewer - http://www.youtube.com/user/Softology

By the way: some pages later in this book there's a chapter called 'A Model for the Brain Mechanism Underlying Visual Hallucination Patterns' in which the early stages of the neural correlates of a LSD trip are mathematically described as simple spreading phenomena (partial differential equations) on the visual cortex (even blind people can experience visual hallucinations on LSD)
And all in all this book gives an impressive introduction to the mathematics of reaction-diffusion-systems from the fur of Leopards over radiolarians to the wings of butterflies.

(*lol* see the Chaos Star in this pic )
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Old 18th September 2008, 20:56   #14
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Re: http://www.youtube.com/watch?v=SQq_XmhBTgg

Quote:
Originally posted by Flexi
ok, today i had a very overwhelming experience. i helped my girl-friend with a paper she had to write for her mathematics studies. the topic was predator-prey systems, which i told her to choose because i so adore it for simulation
so today i took one of her books that she borrowed from library which is called 'Mathematical Biology'. i opened it and the picture on that page looked exactly the way of some of my Milkdrop presets. Then i realized, i must have accidentally implemented one kind of the so-called Belousov-Zhabotinsky Reaction which is to be found in several chemical reactions as well as in the cortical propagation of migraine and many other natural systems - see http://www.youtube.com/watch?v=GEF_NtTNeMc&NR=1 and the following links. that was really kinda impressive to get to know for me today.
I finally found the mathematical-theoretic basis for pretty much of my empirical studies with Milkdrops shader code
The introduction of PixelShaders truly made Milkdrop a Chaos-Viewer - http://www.youtube.com/user/Softology

By the way: some pages later in this book there's a chapter called 'A Model for the Brain Mechanism Underlying Visual Hallucination Patterns' in which the early stages of the neural correlates of a LSD trip are mathematically described as simple spreading phenomena (partial differential equations) on the visual cortex (even blind people can experience visual hallucinations on LSD)
And all in all this book gives an impressive introduction to the mathematics of reaction-diffusion-systems from the fur of Leopards over radiolarians to the wings of butterflies.

(*lol* see the Chaos Star in this pic )
quick mashup using your pixel shader code
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Old 18th September 2008, 21:46   #15
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very nice flexi maybe one day I'll be able to create such math wizardry. until then I'm stuck with simpler things.

I'd love to create a game of life type preset one day. I know there's a couple floating around out there, but it'd be something I'd do from the ground up (and hopefully learn some stuff in the process).

I think this was one of the first presets I made, back for MD 1.0. I've converted it to PS2.0
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File Type: milk cope - mantra (shader mix).milk (7.5 KB, 426 views)

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Old 18th September 2008, 22:05   #16
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http://www.youtube.com/watch?v=wcW_Ygs6hm0

Hi Ben, good to see you. nice mix!
any progress with the legal issues with the Milkdrop2.0 sources? I am really looking forward to take a closer look at the ATI issues. There also other open questions like a version history for mash-ups. Dunno exactly, but i think there are a handful of people willing to improve something.

@Cope: that's distribution-worthy.
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Old 17th November 2008, 09:39   #17
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new internet connection was installed today, so here come some more presets

this one uses flexi's bump effect for the comp shader
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File Type: milk cope - digital sea.milk (7.6 KB, 373 views)

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Old 17th November 2008, 09:50   #18
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my second ever preset, updated for shader 2.0
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Old 20th November 2008, 19:49   #19
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Just some pretty colors, reminds me of acid
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Old 21st November 2008, 23:12   #20
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These look like a variation of the painterly effect. Warp shader movement is partly based on pixel color, and crossing it with some changing color patterns creates a cool effect.
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Old 22nd November 2008, 12:13   #21
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we need much more painterly-like awesomeness

i just had to try out my current toy on that, hope you like it
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Old 23rd November 2008, 10:04   #22
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very cool! lots of potential with that effect

Applied it to one of the work in progress steps behind the cloud:
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Old 27th November 2008, 16:59   #23
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behold, the extrusion machine!
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File Type: milk cope - cartune (extrusion machine mix).milk (7.1 KB, 371 views)

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Old 6th December 2008, 15:33   #24
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I've worked out the problems with this matrix preset as best I could, it should work for most window sizes now though some still give it trouble...

it's pretty basic too, no response to music so I leave it up to you guys to mix it if you want
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Old 7th December 2008, 11:47   #25
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I just can't get enough of this color based movement in the warp shader
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Old 7th December 2008, 14:18   #26
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yeah, that sucks
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Old 7th December 2008, 18:42   #27
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I knew I left the comp shader empty for a reason

the water mix of cartune and the other kids toys mix of mother-of-whirl are both beyond awesome!

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Old 7th December 2008, 19:56   #28
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the cartune preset is already impressive without after effects. nice and inspiring effect. wait. signal coming in. check out about Wolframs rules and 1D cellular automata
*burning down the house*

and let's paint like mother nature.

the 'other kids toys' composite shader is from an earlier version of the smouldering preset.

and... all water mixes are awesome...
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Old 8th December 2008, 00:54   #29
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the water mixes definitely are awesome

(anyone who's missing the textures they're in this zip file)

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Old 14th December 2008, 01:01   #30
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this one works really well with music that has big differences in volume, like this

http://www.youtube.com/watch?v=w3Tgq_tlVcU

little silicon bugs
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File Type: milk cope + martin - silicon life.milk (8.0 KB, 339 views)

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Old 14th December 2008, 15:48   #31
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Quote:
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I just can't get enough of this color based movement in the warp shader
Fantastic! It however seems to have difficulties to develop properly from a previously black screen; maybe you should seed some initial colours over the screen ?
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Old 15th December 2008, 23:39   #32
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Good idea, I'll get a version 2 worked up when I have a chance

A little modification on the last preset, the motion vectors were a happy accident
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Old 1st January 2009, 23:53   #33
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this is what eventually came out of the nibbler in an oil spill preset from my lab thread. it's a bit picky about window size, the effect is slightly different at different resolutions.
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File Type: milk cope - ants on acid orchestrate chaos.milk (6.6 KB, 262 views)

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Old 9th January 2009, 00:52   #34
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something new based on layered noisevol textures. unlike some of my recent presets this one reacts very nicely to music

try it with 65daysofstatic's song of the same name, it's quite surreal sometimes, especially around 2:27
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Old 13th January 2009, 01:31   #35
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tried my hand at domain coloring a fractal, and after a couple hours of tinkering this happened. I think they're dancing
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Old 13th January 2009, 01:44   #36
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and here's a more basic version with a normal color map
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Old 13th January 2009, 12:04   #37
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*lol* i could resist taking your hint serious
code:

//2nd iteration of fractal, comment out if preset is too slow ---------
thetaz = atan2(uxy.y, uxy.x);
moduz = sqrt(uxy.x*uxy.x + uxy.y*uxy.y);
uxy = (float2((pow(moduz, -2)*cos(thetaz*modi.y)), (pow(moduz, -2)*sin(thetaz*modi.y))))+c;
//---------



first i deleted it, and it looks cool. then i doubled,...,i guess it's 10 times now - and it looks cool too

i was so thinking inside my box of progressive fractal stuff that i totally forgot about loops and the fun of low degree not-yet-fractal domain coloring!
thanks for that

hint: if you use loops for fractal calculation, don't leave c constant
damn, have to work now...
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Old 13th January 2009, 12:27   #38
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yes I tried that too but I didn't think of changing c for every loop too, hmm will have to go back and do that.

it's not really domain coloring, more of a poor man's version of domain coloring but you can get lots of different effects with a different color map, try putting the colors.jpg into photoshop and adding a lighting effect that makes the center brighter and the edges darker.

I think we both missed the loops because before this PS 2.X fix we were stuck with 64 instructions, now we've got 512 to play with and I intend to use them all

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Old 13th January 2009, 12:57   #39
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sooner or later i want to get rid of using palette textures. think of color functions in 5D? how sounds that?
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Old 15th January 2009, 23:05   #40
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playing with the domain texture from my last one. I think there's a lot of nice looking fractals out there just waiting for the right texture to come along

a straight color function would be nicer, but 5D color equations...uhh

and what's this? I've just learned that these guys are coming to Köln in march. after 8 years of wanting to see them live, finally the time has come
http://www.youtube.com/watch?v=af4GQLsFA5U&fmt=18
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