Old 15th October 2018, 03:20   #1
lindylex
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Posts: 2
How change backgound color of telek flicker.milk?

I would like to change the background color of this effect telek flicker.milk. I would like to change it to red. These are the default values. What do I change?

code:

[preset00]
fRating=5.000000
fGammaAdj=1.000000
fDecay=1.000000
fVideoEchoZoom=1.000000
fVideoEchoAlpha=0.000000
nVideoEchoOrientation=3
nWaveMode=3
bAdditiveWaves=1
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=4.099998
fWaveScale=0.430333
fWaveSmoothing=0.630000
fWaveParam=1.000000
fModWaveAlphaStart=0.710000
fModWaveAlphaEnd=1.300000
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=0.001000
sx=1.000000
sy=1.000000
wave_r=0.650000
wave_g=0.650000
wave_b=0.650000
wave_x=0.460000
wave_y=0.005000
ob_size=0.005000
ob_r=0.000000
ob_g=0.000000
ob_b=0.000000
ob_a=0.060000
ib_size=0.260000
ib_r=0.250000
ib_g=0.250000
ib_b=0.250000
ib_a=0.000000
nMotionVectorsX=58.752007
nMotionVectorsY=14.400000
mv_dx=0.006000
mv_dy=0.000000
mv_l=5.000000
mv_r=0.100000
mv_g=1.000000
mv_b=0.000000
mv_a=0.000000
per_frame_1=bass_x = max(bass_x*.7+max(bass_att-.9,0)*.3,0); //decaying bass max
per_frame_2=
per_frame_3=wave_x = ((frame%3-1)*.5*bass_x+1)*wave_x; //spreads flame
per_frame_4=
per_frame_5=decay = 3000000+57.75; // Magic 'flame' decay
per_frame_6=//wave_mystery = sin(time*.2)*.05+1;
per_frame_7=
per_frame_8=ob_a = sqr(sqr(sin(time*1)*.25+.25)); // 'ad-lib decay' to black - no ugly artefacts
per_frame_9=// ^4 to get it up there quick -> min time with decay on.
per_frame_10=
per_frame_11=ob_a = ob_a*(1-bass_x); // just so we don't get rid of the wide impressive
per_frame_12=// flames so quickly
per_frame_13=
per_frame_14=monitor = ob_a;
per_frame_15=
per_frame_16=//Other decays to try:
per_frame_17=//300000 + 42.53, 90.63, 43.00 These are all fairly similar, but all are stable (equiv to decay 0.990 -> 1 in terms of speed of fade)
per_frame_18=//3000000 + 57.75 <<< =:-)
per_pixel_1=dy = (x+.08*sin(rand(100)))*2%2*-.01-.005;
per_pixel_2=dy = -.0025*((1-y)*10+rand(5)); //wobble, and faster at top - accelerating like real flames
per_pixel_3=
per_pixel_4=dx = rand(20)*.0001*sin(rand(2)-.5); //flicker
per_pixel_5=dx = dx*sqr(y); //dampens top
per_pixel_6=//dx = dx*(1-x/2); //slows sides
per_pixel_7=dx = dx*-.2*(rand(10)-5); //random damper
per_pixel_8=dx = dx -(x-.5)*.04*(.8-sqr(y)); //drift towards centre
per_pixel_9=dx = dx + cos(sqr(y-.5)*10-time*1.1)*sqr(1-(y))*.01; //add flutter at top
per_pixel_10=
per_pixel_11=// Telek - 26/09/2002
per_frame_init_1=bass_x = 1;


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Old 15th October 2018, 15:44   #2
Fumbling_Foo
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I have limited experience with non-warp shader stuff, but have a general idea of what to do from here. You'll want to start off with settings the borders and wave code to red, setting the other color channels to 0. Then you can slowly adjust from there and work with the decay amount to get the effect you want.


bAdditiveWaves=1

This may whiten the screen, set it to 0 for now.


So, for example here, raising the wave_r value will of course make the red from the wave brighter, especially if wave alpha is 1 (or above, but I think anything above 1 or below 0 has no additional effect). Here, wave_g and wave_b should be set to 0 for now, otherwise the wave will appear grayish to white with additive setting on.

wave_r=0.650000

wave_g=0.650000

wave_b=0.650000


I'm assuming you're not intending for the outer border to do anything but provide a buffer for the inner border to do its work or for it to mix in black colors with the red colors. If the per pixel section has significant warping, the outer border will transfer its color to the screen.

ob_r=0.000000

ob_g=0.000000

ob_b=0.000000


Here, also, .25, .25, .25 will give dark gray, you'll want to start with a high ib_r value and 0 values for g and b to get red, then work from there.

ib_r=0.250000

ib_g=0.250000

ib_b=0.250000


Having ib_a = 0 makes it invisible, so it will not translate any color information to the screen. Your borders as they are may not be working as inteded.

ib_a=0.000000


Again, if you want motion vectors to be preset on the screen, you'll need to increase the mv_a value to above 0 (1 is 100% visibility wherever alpha is concerned). With that fixed, mv_r = .1 is going to look green with mv_g = 1, so raise the red value, set the green value to 0, and start from there to get the colors you want.

mv_r=0.100000

mv_g=1.000000

mv_b=0.000000

mv_a=0.000000


Again, I'm not really familiar with what decay is doing, but that seems like a huge value. Is it working as intended? From the milkdrop preset authoring guide (can be found in "docs" folder under milkdrop2 folder, " decay (0..1) - controls the eventual fade to black; 1=no fade, 0.9=strong fade, 0.98=recommended".

per_frame_5=decay = 3000000+57.75; // Magic 'flame' decay


I've never heard of the sqr() function. Are you trying to do sqare root? sqrt() is the proper function.

per_frame_8=ob_a = sqr(sqr(sin(time*1)*.25+.25)); // 'ad-lib decay' to black - no ugly artefacts


Usually, if there is a syntax error milkdrop throws a compiler error and points to where that occurs. I don't think per-vertex code does this though, so there can be syntax errors here and the preset will still fully compile without error. Again, unfamiliar with sqr(), did you mean sqrt()?

per_pixel_5=dx = dx*sqr(y); //dampens top

per_pixel_8=dx = dx -(x-.5)*.04*(.8-sqr(y)); //drift towards centre

per_pixel_9=dx = dx + cos(sqr(y-.5)*10-time*1.1)*sqr(1-(y))*.01; //add flutter at top


Hope this helps . I've been working with milkdrop for a while now but still a lot I don't know.

Like my avatar? Check out my Synaescope preset project later on in the Star Forge topic . Nearly endless mandalesque patterns going to the energy of the music .
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Old 15th October 2018, 20:19   #3
Nitorami
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Press M to edit the preset while it runs
In drawing: simple waveform
set the colors

edit: I overlooked that you want the background changed. The easiest way is to define a shape, set its radius to cover the entire screen, and set the colors accordingly.

Last edited by Nitorami; 15th October 2018 at 21:29.
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Old 16th October 2018, 17:19   #4
Nitorami
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Sorry fumbling, I had not noted your response when scrolling over the long code section.
sqr(x) is the square of x: sqr(8) -> 64

sqr(sqr(x)) can be expressed simpler as pow (x,4)

You already mentioned the decay, values of 30000+something are nonsense, the defined argument range is 0..1.
Decay = 0.9 does approximately the same as ret = GetPixel(uv)*0.9 in the warp shader. It comes from a time when milkdrop did not yet support shaders.
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Old 16th October 2018, 18:22   #5
Fumbling_Foo
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My bad, thanks Martin for clearing that up .

Like my avatar? Check out my Synaescope preset project later on in the Star Forge topic . Nearly endless mandalesque patterns going to the energy of the music .
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