Old 5th June 2008, 12:06   #1
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witchcraft unleashed

may i have your attention please?

mashing is quite fine, but i found a real easter egg.

remix this one!
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File Type: milk fishbrain + flexi - stitchcraft.milk (11.0 KB, 1807 views)
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Old 5th June 2008, 22:27   #2
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operation fat cap has started
*push*
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Old 23rd June 2008, 02:37   #3
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40+ downloads, 1 comment and yes, it was me!
guess i have to trigger your 's a little bit

(hope you've got a powerful pc!)
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Old 23rd June 2008, 21:09   #4
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omg, it's getting hot.
http://youtube.com/watch?v=D0lJvGwGjjM
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Old 10th July 2008, 23:56   #5
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come on guys you had time enough to sift these presets and i think they are worth a line of obeisance or whatever
have i left you speechless or what?
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Old 14th July 2008, 03:28   #6
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Old 16th July 2008, 00:08   #7
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ok, but with this one i must get a comment out of one of you
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File Type: milk flexi + shifter - piss in the basin.milk (11.9 KB, 1171 views)
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Old 16th July 2008, 01:55   #8
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HOLY FUCK MAN!!!! well of course, I love anything with a fractal in it, but this is phenomenal work man! The effect on the words is insane, and nice selection of words. Think you might wanna see a physician about the orangish-red discoloration in your urine though

Flow is fucking awesome too man!! may the mashing begin....

^_^ Don't Panic!! ^_^
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Old 16th July 2008, 02:09   #9
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thank you so much.
it seems now i have a true set of building blocks for even more insane presets. i'm stunned how far i got as well.

try mashing on the level of color channels and let them subtly interact - there's so much space to explore.
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Old 16th July 2008, 02:13   #10
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the first of my phun with these
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File Type: zip flexi phun.zip (4.5 KB, 979 views)

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Old 16th July 2008, 02:25   #11
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aight, accepted!
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Old 16th July 2008, 12:05   #12
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Your presets are always visually stunning, flexi.

A few more comments/annotations in the shaders would make editing them easier for us average joes, though.

Also, a ted more reactivity to the music would be a huge plus. For example, lately I find myself favoring a method stolen from Eo.S which replaces time in equations with a "volume"-based substitute parameter.
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File Type: milk flexi + shifter - piss in the basin (colorcycling).milk (12.7 KB, 868 views)
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Old 16th July 2008, 13:11   #13
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if you have questions on code of mine, feel free to ask!
and thanks a lot for your very constructive critique.
i dived into very subtle effects on the pixel scale and i try to avoid overloading them. but i know what you mean, i think.

As for mixing reactivity to the most gentle presets, heres one idea:
Take the 'flow' preset and replace the color values in the comp shader by q_ vars and pass music/beat-reactive color values from the per-frame section. maybe i will, but i so love to get lost in the details.

very nice remix btw!

oh and i can't remember where i used the 'time' variable lately.
for example for a rotation try this code:

db = db*0.98 + bass*0.2; //dampening the bass value
bb = bb + db*0.1; //integration over time
dt = dt*0.98 + treb*0.2;
tt = tt + dt*0.1;
angle = (bb-tt)*0.1;


@hexcollie: i have a tasty snack for you
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File Type: milk flexi - it's good to be green.milk (11.3 KB, 884 views)
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Old 16th July 2008, 15:30   #14
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Yum!!! Thanks for that, it has been a great week for presets I think it could use a dash of opium though....

^_^ Don't Panic!! ^_^
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Old 16th July 2008, 15:38   #15
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well, let's stick into the hive.
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Old 17th July 2008, 23:36   #16
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@stahlregen:
reactivity became very subtle again - maybe due to the ambient music i hear while playing with the code. i hope you like it though.

oh and i fear i can't explain every step in the composite shader, i'm just fiddling with the values until i say 'cool'. there's very much fine-tuning in it.

lean back and enjoy,
and please comment.
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File Type: milk flexi + shifter - oldschool glamour reunion.milk (13.9 KB, 890 views)
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Old 18th July 2008, 13:13   #17
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hey hexcollie, i just watched your first remixes to some classical music (Gustav Holst - The Planets) and i must say they are great. i think i even like them better than the original.
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Old 18th July 2008, 23:33   #18
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Look what sprung up during random mashing...
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File Type: rar an now we add ze tiny tweest of fractal.rar (54.4 KB, 979 views)
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Old 19th July 2008, 05:54   #19
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Man, ^_^ thank you!! It's astounding how profoundly different forms of music affect these presets with such detail! It's fun messing with it and having it mess with you. I thank you for such amazing work for me to play with!!

^_^ Don't Panic!! ^_^
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Old 19th July 2008, 11:19   #20
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Actually, I checked and found out that I ended up remixing flexi's "shores of julia island" preset (I had the warp shader, and in a later version "accidentally" re-added the equations...), which in turn is a remix of an old mashup of mine, "more fractals for hexcollie" (which is flexi's solution for your fractal quation combined with Rovastar's Fractopia)...

The good news is that appearently, the credits match up anyway.
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Old 19th July 2008, 12:35   #21
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whoa, what's going on - these mixes are awesome.

i guess the next cool thing to explore, is mixing a color palette from different blur levels of one channel - let's apply some tone mapping effects
(always extending the construction kit - results will come by chance, but they will )

this is an early alpha which i think is worthy some studies on it.
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File Type: milk flexi - gimme color.milk (5.8 KB, 848 views)
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Old 19th July 2008, 19:26   #22
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Well, it only took me half a day to get a fractal to rotate. Part of which was due to me not realizing that roam_cos and roam_sin somehow didn't do the trick.

I'll be passing this back to you, then.

(yes, I do know that was probably just meant as proof-of-concept by you. Yes, I still do want to see this remixed further. I mean, there's still a completely unused color channel, and that simple rolling movement is kinda lame...)
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File Type: milk flexi + stahlregen - gimme color (spinner mix).milk (7.1 KB, 770 views)
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Old 19th July 2008, 23:49   #23
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And a slightly different mix...

EDit: Also, let me say that the per_vertex equations confuse me. A lot. What's all those fancy c* and v* variables and stuff do? And what's with the undefined m* stuff?
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File Type: milk flexi + stahlregen - gimme color (spinner mix v2).milk (7.6 KB, 805 views)

Last edited by Stahlregen; 20th July 2008 at 00:40.
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Old 20th July 2008, 02:25   #24
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uh, i didn't touch the per vertex code for at least one year. i wanted to create a pane i can tilt in 3D. the c variables were considered as camera position, but i never finished it - recently because of the cool effect i found on the way there. anyway i cleaned it up a little bit.

now that's what i call spacy
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File Type: milk flexi - hue tube.milk (12.2 KB, 870 views)

Last edited by Flexi; 20th July 2008 at 02:41.
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Old 22nd July 2008, 16:00   #25
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try 'motion, equations' mashups
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File Type: zip flexi, rovastar + stahlregen - layered.zip (9.2 KB, 902 views)
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Old 22nd July 2008, 18:18   #26
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here you go!
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File Type: zip flexi + me mashes.zip (16.6 KB, 870 views)

^_^ Don't Panic!! ^_^
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Old 22nd July 2008, 18:22   #27
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The early bird gets the worm, but the second mouse gets the cheese
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File Type: zip morphalicious.zip (10.5 KB, 851 views)

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Old 23rd July 2008, 00:03   #28
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tech-style.
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File Type: milk flexi, rovastar + geiss - fractopia vs bas relief.milk (10.4 KB, 858 views)
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Old 27th July 2008, 16:48   #29
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god, most presets look pretty nice with this comp shader.
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File Type: milk flexi - molten neon fire spirit.milk (13.1 KB, 828 views)

Last edited by Flexi; 27th July 2008 at 19:04.
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Old 1st August 2008, 02:06   #30
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just another remix of some different puzzle pieces.

edit: btw - i switched the green and the blue channel in the composite shader - check it out with other presets
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File Type: milk flexi + fishbrain - neon mindblob grafitti.milk (14.4 KB, 785 views)

Last edited by Flexi; 1st August 2008 at 02:59.
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Old 1st August 2008, 19:36   #31
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Well, I guess these could kinda fit here.
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File Type: rar you spin me round baby, right round...rar (4.1 KB, 786 views)

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Old 2nd August 2008, 13:42   #32
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and thanks for the chance to show again the benefit of one of my favorite shader code lines:

uv = 1.0 - abs( frac( uv * 0.5 ) * 2.0 - 1.0 ); // Eo.S' mirror code
(to use instead of frac(uv))

if you use tiles - mirror them
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Old 2nd August 2008, 16:22   #33
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Heh, I thought about that one, but I was too lazy to check what to replace with the mirror code.

Anyway, it's amazing what one can achieve with even just a slight grasp about how uv coordinates work and some trial and error... here's some variants with crazier tiling.
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File Type: rar jt2+3.rar (7.2 KB, 798 views)
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Old 3rd August 2008, 11:11   #34
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Talk about having too much fun with a single preset...
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Old 3rd August 2008, 12:04   #35
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cool effect.

neon'ized!
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File Type: milk flexi + stahlregen - jewelry tiles.milk (7.4 KB, 754 views)

Last edited by Flexi; 3rd August 2008 at 12:20.
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Old 4th August 2008, 00:26   #36
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for some reason this simply had to happen...

http://www.youtube.com/watch?v=eROTjqO-NHM

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File Type: milk flexi - bouncing balls [critical mass mix].milk (17.2 KB, 751 views)
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Old 4th August 2008, 09:16   #37
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one warp shader bugfix [GetBlur3(uv_red).x) --> GetBlur3(uv_red)).x] + some minor edits
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File Type: milk flexi - bouncing balls [critical mass mix].milk (17.2 KB, 727 views)
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Old 4th August 2008, 18:20   #38
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http://www.youtube.com/watch?v=CEYm8gIZkqU
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File Type: zip flexi - bouncing balls mixes.zip (40.5 KB, 776 views)
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Old 4th August 2008, 21:05   #39
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Heh, tried to squeeze some momentum out of my brain. 'm suprised it actually looks somewhat convincing. Could use some tweaking, though.
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File Type: milk flexi - bouncing balls template [simple roll].milk (16.3 KB, 672 views)
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Old 4th August 2008, 22:27   #40
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cool, i thought if this too!

but that's horribly more complicated - angular-momentum means adding another kind of energy (which you have to keep constant in the sum).
without rotation it is quite simple:
@bounce:
- separating tangential and orthogonal property of the motion vector
- switching the orthogonal property of the velocity vector of the two balls (assuming an equal mass)

if you can tell me the formula for impuls transmission with angular momentum, i will see what i can do
(maybe it's in one of my game-programming books... )
but i will hardly derive this on my own, maybe if i can't sleep in
and one more thing: adding a rotation would also mean 2 more variables per shape (rotation speed and current angle), and i already use 4 vars per shape... but you have only approx. 20 variables at all. - if i am lucky, i can do it with 3 shapes.

btw: here's one 'tracer ammunition' precursor of the original bouncing balls preset - just for the case that you like to do some further tests on your own
(NB: 'using tracer ammunition' is a concept described in the book 'The Pragmatic Programmer' - http://www.amazon.com/Pragmatic-Prog...7882701&sr=1-1 )
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