Winamp & Shoutcast Forums > AVS Tips&Tricks in AVS

 19th November 2002, 04:11 #2 dirkdeftly Forum King     Join Date: Jun 2001 Location: Cydonia, Mars Posts: 2,651 Rotoblitter in polar: r=r+spin; d=d*(zoom+1); Rotoblitter in rectangular: x1=x; zoom2=zoom+1; x=x*zoom2+y*spin; y=y*zoom2+x1*spin; Just a bit of a fix by your friendly local anal retentive AVSer... "guilt is the cause of more disauders than history's most obscene marorders" --E. E. Cummings
 19th November 2002, 04:28 #3 Jaheckelsafar Major Dude   Join Date: Feb 2002 Location: home Posts: 1,318 2 ways of shifting values, not sure which is executed faster: value = value * (1-speed) + target * speed; or value = value + (taget - value) * speed; Stoke me a clipper. I'll be back for Christmas. - Arnold Rimmer Red Dwarf
 19th November 2002, 06:45 #4 Zevensoft Major Dude     Join Date: Apr 2002 Location: Ballarat, Australia Posts: 529 No order targeting: value = target First order targeting: value = (value + target * speed) / (speed + 1) Linear Interpolation: value = value1 * position + value2 * (1-position) Bilinear Interpolation: value12 = value1 * posx + value2 * (1-posx) value34 = value3 * posx + value4 * (1-posx) value = value12 * posy + value34 * (1-posy) Trilinear Interpolation: value12 = value1 * posx + value2 * (1-posx) value34 = value3 * posx + value4 * (1-posx) value56 = value5 * posx + value6 * (1-posx) value78 = value7 * posx + value8 * (1-posx) value1234 = value12 * posy + value34 * (1-posy) value5678 = value56 * posy + value78 * (1-posy) value = value1234 * posz + value5678 * (1-posz) 1 | 2 | 3 | 4 | 3W | 4WW
 20th November 2002, 01:18 #5 mikm Major Dude     Join Date: May 2001 Location: somewhere else Posts: 1,289 Two questions... First order targeting is increasing a value by increments (speed), until it reaches target, right? What is (bi/tri)linear interpolation? powered by C₈H₁₀N₄O₂
 20th November 2002, 02:54 #6 UnConeD Whacked Moderator     Join Date: Jun 2001 Posts: 2,104 Bilinear is interpolation linearly in 2D... like zooming on a picture, but instead of blocky pixels you get a blurry, smooth texture. Trilinear is interpolation linearly in 3D. It's commonly used to interpolate bilinearly between textures and linearly between an MIP-maps on a 3D card.
 20th November 2002, 08:06 #7 Tuggummi Bin King     Join Date: Mar 2001 Location: Finland Posts: 2,190 What i would like to know is: What is the fastest way to create a fullscreen gradient? I have used this method: 1 single ssc line INIT: n=2 PER POINT: x=i*2-1 ; y=1 1 movement with rect coords (bilinear filtering on) y=y-0.0x It could also be done by using a gradient line and then using a movement with x=0. Which way is faster? Or is there even a faster way to do it? Thanks Texer Resources Im retarded... err i mean retired! Probably both...
 20th November 2002, 09:05 #8 uNDefineD Senior Member     Join Date: Jan 2002 Location: Melbourne, Australia Posts: 297 Tug: in his HiRes pack that came with J7, jheriko used a vertical line, and a static movement with r=0. Looks awesome.
 20th November 2002, 09:35 #9 Tuggummi Bin King     Join Date: Mar 2001 Location: Finland Posts: 2,190 uNDefineD, it creates a conical gradient, right? Different gradients: Linear: 1 SuperScope Init: n=100 (the more numpoints the more accurate gradient) Per Point: x=i*2-1 ; y=0 ; col=i ; blue=col ; red=col ; green=col 1 Movement Rect Coords ON Bilinear Filtering ON/OFF (not absolutly necessary, it looks ok even without it) Code: y=0 Radial: 1 SuperScope Same as in Linear 1 Movement Rect Coords ON Bilinear Filtering ON Code: y=0 ; x=d Im not sure how the conical gradient is done, but i guess it's just using the r=0 movement and then using a color code in a superscope like col=sin(i*pi). I don't have avs right now so i can't check did i get those other two right, so ill edit this post tomorrow (at 8:XXam gmt +2). Texer Resources Im retarded... err i mean retired! Probably both...
 20th November 2002, 10:48 #10 Zevensoft Major Dude     Join Date: Apr 2002 Location: Ballarat, Australia Posts: 529 Look in my 3rd pack (desert sunset) to see how to do fullscreen gradients in 1 scope. 1 | 2 | 3 | 4 | 3W | 4WW
 20th November 2002, 12:06 #11 Tuggummi Bin King     Join Date: Mar 2001 Location: Finland Posts: 2,190 Well yes you can use just one superscope, but to fill the entire screen with just one superscope requires a big numpoint number and the bigger the resolution the more numpoints and more slower it is. With the scope and the movement technique the numpoint number always stays the same and still the whole screen gets filled with the gradient. There for the movement and ssc technique is a lot faster than using one BIG ssc. Texer Resources Im retarded... err i mean retired! Probably both...
 20th November 2002, 18:00 #12 nixa Senior Member   Join Date: Jul 2002 Posts: 149 the fastest way I know to make a gradient is: scope: n=w*detail; < whith deatil going from 2/w to 1 > x=x*2-1;y=0; red=blabla;green=blablabla;green=blabla; movement: x=0;
21st November 2002, 06:18   #14
Tuggummi
Bin King

Join Date: Mar 2001
Location: Finland
Posts: 2,190
DOH! I thought the edit time was 3 days (i don't remember where i heard that but it was somewhere around these forums, oh well...)

Ok Here we go again!

Linear

Ssc

Init:
n=255

Per Point:
x=i*2-1 ;
y=0 ;
col=i ;
red=col ; green=col ; blue=col

Movement

Bilinear Filtering OFF
Rect Coords ON

Code:
y=0

Ssc

Same as in Linear

Movement

Bilinear Filtering OFF
Rect Coords ON

Code:
y=0 ;
x=-d*1.5+0.5

Rectangular

Ssc

Init:
n=255 ; pi=acos(-1)

Per Point:
x=i*2-1 ;
y=0 ;
col=sin(i*pi) ;
red=col ; green=col ; blue=col

2 Movements

1st
Bilinear Filtering OFF
Rect Coords ON

Code:
y=0

2nd
Bilinear Filtering OFF
Rect Coords ON

Code:
x=-if(above(y*y,x*x),y*y,x*x)*1.75+0.75 ;

Conical

Ssc

Same as in Rectangular

2 Movements

1st
Bilinear Filtering OFF
Rect Coords ON

Code:
y=0

2nd
Bilinear Filtering ON
Rect Coords OFF

Code:
r=((r-1.25)*1.25)*0.35 ;
d=r

This time i actually made them, so they now work right. If you have trouble understanding code, or are just lazy download these example presets i made. Includes all the 4 gradients and a "real" preset i made in about 10 minutes that uses a "Dynamic-Gradient-Utone"
Attached Files

Texer Resources

Im retarded... err i mean retired!
Probably both...

 21st November 2002, 21:32 #15 jheriko Forum King     Join Date: Aug 2002 Location: a twist in the fabric of space Posts: 2,150 Here are some code tips for you. Optimise everything. Higher FPS makes your presets a lot nicer. Here are some examples: 3D transformation x=x1/z1; y=y1/z1; can be made faster by using: z1=1/z1; x=x1*z1; y=y1*z1; using trig in conjunction with a timer can be made faster too: on beat: drx=0.2*getosc(0.2,0.2,0); per frame: rx=rx+drx;crx=cos(rx); per pixel: x=crx; y=0; Using this sort of thing a lot can make your code faster. -- Jheriko 'Everything around us can be represented and understood through numbers'
 22nd November 2002, 00:36 #16 dirkdeftly Forum King     Join Date: Jun 2001 Location: Cydonia, Mars Posts: 2,651 3D transformation is: Xp=Xc/Zc; Yp=Yc/Zc; where Xc (x-coordinate) and Yc are any numbers, positive or negative, and Zc is positive. For a 3D object centered at the origin (0,0,0), use this formula: Xp=Xc/(Zc+sqrt(mD)); Yp=Yc/(Zc+sqrt(mD)); where mD (maximum distance) is the largest distance from the origin to a point on the object. Rotation around any point, line, plane, solid, etc: Ar=Ac*sin(theta)+Bc*cos(theta); Br=Ac*cos(theta)-Bc*sin(theta); where A and B are the axes defining the plane perpendicular to the axial point/line/plane/solid etc. To find the perpendicular plane, simply use the 2 axes you do not use to define the axial object. "guilt is the cause of more disauders than history's most obscene marorders" --E. E. Cummings
 22nd November 2002, 14:48 #17 nixa Senior Member   Join Date: Jul 2002 Posts: 149 Quote: Rotation around any point, line, plane, solid, etc: Ar=Ac*sin(theta)+Bc*cos(theta); Br=Ac*cos(theta)-Bc*sin(theta); where A and B are the axes defining the plane perpendicular to the axial point/line/plane/solid etc. To find the perpendicular plane, simply use the 2 axes you do not use to define the axial object. Another way to do this(slower way) is: d=sqrt(Ac*Ac+Bc*Bc);r=atan2(Ac,Bc)+theta; Ar=sin(r)*d;Br=cos(r)*d;
 22nd November 2002, 17:29 #18 dirkdeftly Forum King     Join Date: Jun 2001 Location: Cydonia, Mars Posts: 2,651 It's a whole lot slower, and it's much easier on AVS to use the rotation matrix "guilt is the cause of more disauders than history's most obscene marorders" --E. E. Cummings
 25th November 2002, 00:23 #19 jheriko Forum King     Join Date: Aug 2002 Location: a twist in the fabric of space Posts: 2,150 That and you can optimise the rotation matrix if your not using it for a parameterisation or something else where the rotations change for every point. -- Jheriko 'Everything around us can be represented and understood through numbers'
 26th November 2002, 08:06 #20 Tuggummi Bin King     Join Date: Mar 2001 Location: Finland Posts: 2,190 I have a kind of a problem, I have used a static background/texture for a movement with bunch of effects. I have made it by putting all the effects inside a effectlist with ignore/replace and on beat active 1 frame. Then i have used a custom bpm set to 30bpm and put both of them inside another effect list with ignore/replace. It now takes about 1-3 seconds to start, but the fps is much higher since it doesn't have to render the texture all the time. This solution works fine, but what im asking is: Is there a even better way doing this? If you use avs effects to create a static background is there a way to only "render" it once? Or how i activate it right at the begin of a song? Hope you understand Texer Resources Im retarded... err i mean retired! Probably both...
 26th November 2002, 10:08 #21 nixa Senior Member   Join Date: Jul 2002 Posts: 149 Tuggummi: I think there isnt any better way. I had the same problem some time ago and only thing I learned is how limited effect custom bmp is. Atero posted something at the whishlist about a user defined custom bmp so we can only wait for the next avs.
 26th November 2002, 17:45 #22 dirkdeftly Forum King     Join Date: Jun 2001 Location: Cydonia, Mars Posts: 2,651 You could just use Custom BPM and set it to skip as many beats as possible, then set First Skip to 1. "guilt is the cause of more disauders than history's most obscene marorders" --E. E. Cummings
26th November 2002, 22:39   #23
mikm
Major Dude

Join Date: May 2001
Location: somewhere else
Posts: 1,289
3D SSC

Here is a wonderful guide to AVS written by El-vis that was posted a while ago. It gives code to create a superscope in 3D, rotate in along and move it along the x, y, and z axis (what's the spelling for the plural of axis?)
Attached Files
 3d-scope.txt (3.7 KB, 1938 views)

 26th November 2002, 23:45 #24 UnConeD Whacked Moderator     Join Date: Jun 2001 Posts: 2,104 I think it's 'axes'.
 27th November 2002, 02:42 #25 dirkdeftly Forum King     Join Date: Jun 2001 Location: Cydonia, Mars Posts: 2,651 A better 3D code system: init: zs=sqrt(... *) frame: rx=rx+drx; ry=ry+dry; rz=rz+drz; cx=cos(x); sx=sin(x); cy=cos(y); sy=sin(y); cz=cos(z); sz=sin(z); pixel: ... * x2=x1*sz+y1*cz; y2=x1*cz-y1*sz; x3=x2*sy+z1*cy; z2=x2*cy-z1*sy; y3=y2*sx+z2*cx; z3=1/(y2*cx-z2*sx+zs); x=x3*z3; y=y3*z3; * This should be the maximum distance from the center to a point on your scope, multiplied by 2. For a unit sphere, use the radius of the sphere multiplied by 2. ** x1, y1, and z1 are the coordinates for your shape, and should be put here. rx, ry, and rz are the angles of rotation around the x, y, and z axes, respectively. These angles are in radians (one radian = 180/pi degrees) A good place to define these values is in the beat section of the scope, e.g.: rx=rand(100)/1000-0.05; ry=rand(100)/1000-0.05; rz=rand(100)/1000-0.05; "guilt is the cause of more disauders than history's most obscene marorders" --E. E. Cummings
 27th November 2002, 08:53 #26 blazer1504 Senior Member     Join Date: Dec 2001 Location: .fi Posts: 155 Don't kill me for this, but you're just pathetic. You're stressing your head dozens of priceless minutes. And for what ?! For saving about 0.0001 fps with using a different method !? Don't get me wrong. I'm sure that these tips comes in handy for n00bs and if there's alot to be optimized, but these tips.... It's like thinking how could you put the wires to your electric toothbrush from car, so that you could recharge the battery with it, so it wouldn't see in electric bill...
 27th November 2002, 09:41 #27 Tuggummi Bin King     Join Date: Mar 2001 Location: Finland Posts: 2,190 Dear Degnic... 1) Are you talking to everyone who has replied to this forum or to one person and if, who? 2) The faster the presets run the more enjoyable they are, besides it's more than just 0.1 frames, example the gradients work a lot faster when you use different methods. And the static texture for a 3D movement or likes saves up huge ammount of fps if it is only rendered once per N beats. I made a preset with the static texture and the framerate difference between render-per-N-beat and render-all-the-time is incredibly huge, on my 266mhz pentium it was about 8 fps. 3) Everything & Anything can & should be optimized. Or do you draw a static single colored ssc line with 800 numpoints when just 2 will do? 4) Last, but not least, this thread was about people sharing their ways of doing things. Someone have might used some method for months/years never knowing that it could be done better&faster. If you don't like people giving you helpful advice, buzz off. But by the looks, you are the one who should seriously learn how to do things faster. Have a nice day. Texer Resources Im retarded... err i mean retired! Probably both...
 27th November 2002, 15:23 #28 Jaheckelsafar Major Dude   Join Date: Feb 2002 Location: home Posts: 1,318 I've done #3. It almost got out, then Unconed saw it and I fived it. It sped up the preset a lot. Stoke me a clipper. I'll be back for Christmas. - Arnold Rimmer Red Dwarf
27th November 2002, 19:25   #29
nixa
Senior Member

Join Date: Jul 2002
Posts: 149
This is a trick that can save more than 100% fps.
When you need more sinchronised scopes shaped the same you can make a counter and copy this scope to several locations.
Example:

init:
n=500

frame:
t=t-0.05;u=0;

point:
u=u+1;u1=u%5;
d=i/5;r=t+i*3.14159*4;x=cos(r)*d;y=sin(r)*d+(u1+0.5)/5*2-1;

This will create 1 spiral scope and place it at u1/5*2-1 locations, u is a counter and equals the value of a point, u1 equals:
0 for u being 5,10,15,20,...
1 for u being 6,11,16,21,...
2 for u being 7,12,...
3 for u being 8,13,...
4 for u being 9,14,...

For a more complex use of this see the attachment. The preset calculates the whole 3D rotation thing, music responce and scope shape only once for all of the cn(6) columns.

Sorry for the shity explenation but i find it hard to express myself in english.
Attached Files
 temple of avs.zip (1.3 KB, 1871 views)

 27th November 2002, 19:29 #30 dirkdeftly Forum King     Join Date: Jun 2001 Location: Cydonia, Mars Posts: 2,651 My (and most everyone who doesn't depend on El-Vis's engine) 3D code is several FPS faster than El-Vis's, and it's a whole lot more user friendly. Also, for those who didn't know: using zs=sqrt(maxdistance) projects the object so it is always inside the window. To find the maximum distance from the center of any object to a point on the object, use this method: For any variables (e.g. i and v), assume they are as high as they can go (e.g. i=1, v=1). Then simplify all your calculations. For example: (tpi=acos(-1)*2=2*pi) r=i*tpi; x1=sin(r); y1=cos(r); z1=v/4; r=1*tpi=tpi; x1=sin(tpi)=0; y1=cos(tpi)=1; z1=1/4=0.25; Now, find maxdistance like this: sqrt(x1*x1+y1*y1+z1*z1)=sqrt(0*0+1*1+0.25*0.25)=sqrt(1.125) So for the example scope, zs should equal sqrt(sqrt(1.125)*2)=pow(4.5,0.25). If you want the scope to be slightly inside the frame, use a higher zs. If you want it to be slightly outside the frame, use a lower zs. "guilt is the cause of more disauders than history's most obscene marorders" --E. E. Cummings
27th November 2002, 22:56   #31
Zevensoft
Major Dude

Join Date: Apr 2002
Location: Ballarat, Australia
Posts: 529
Here's the engine I created for Matrix_Reality.

Dynamic Movement:
Init
```code:
js=.002;pi=acos(-1);pitch=0;yaw=0;density=.33;
```

Frame
```code:
j=if(above(j,1),-1+js*2,j+js);

ox=cos(j*pi)*.125;oy=sin(j*pi)*.5;oz=j*3.5;

ys=yaw;yaw=cos(j*pi)*.125;
roll=(roll*5-ys*5)*.0125;pitch=sin(j*pi)*.125;
pitch=if(above(abs(pitch),.5),sign(pitch)*.5,pitch);
cy=cos(yaw*pi);cx=cos(pitch*pi);cz=cos(roll*pi);
sy=sin(yaw*pi);sx=sin(pitch*pi);sz=sin(roll*pi);
```

Point
```code:
dx=x;dy=y;dz=1;

tx=dx*cy-dz*sy;tz=dz*cy+dx*sy;
ty=dy*cx-tz*sx;dz=tz*cx+dy*sx;
dx=tx*cz-ty*sz;dy=ty*cz+tx*sz;

kx=if(above(dx,0),abs((ox-1)/dx),abs((ox+1)/dx));
ky=if(above(dy,0),abs((oy-1)/dy),abs((oy+1)/dy));
kz=if(above(dz,0),abs((oz-4)/dz),abs((oz+4)/dz));

k=min(min(kx,ky),kz);

utx=oz+dz*kx;uty=oy+dy*kx;utz=ox+dx*kx;
vtx=ox+dx*ky;vty=oz+dz*ky;vtz=oy+dy*ky;
wtx=ox+dx*kz;wty=oy+dy*kz;wtz=oz+dz*kz;

x=if(equal(k,kz),wtx,if(equal(k,kx),utx,vtx));
y=if(equal(k,kz),wty,if(equal(k,kx),uty,-vty));

alpha=(1/pow(2.71828,sqr(k*density)))*(1-abs(pow(j,5)));
```

Blend:On | Bilinear:On | Wrap:On | RectCoord:On

----------------

Superscope.
Init
```code:
n=200;js=.002;pi=acos(-1);pitch=0;yaw=0;density=.33;bp=.5;
```

Frame
```code:
bp=if(above(bp,-4),bp+.1,if(above(getspec(.1,.1,0),.25),-3.9,bp));bp=if(above(bp,8),-4,bp);
by=if(above(bp,4),by*1.1,.05);
ox=cos(j*pi)*.125;
oy=sin(j*pi)*.5;
oz=j*3.5;
sy=sin(-yaw*pi);
sx=sin(-pitch*pi);
sz=sin(-roll*pi);
cy=cos(-yaw*pi);
cx=cos(-pitch*pi);
cz=cos(-roll*pi);
pitch=if(above(abs(pitch),.5),sign(pitch)*.5,pitch);
roll=(roll*5-ys*5)*.0125;
pitch=sin(j*pi)*.125;
ys=yaw;yaw=cos(j*pi)*.125;
j=if(above(j,1),-1+js*2,j+js);
```

Point
```code:
dx=cos(i*pi*20)*.01-ox;
dy=sin(i*pi*20)*.01-oy+by-.05;
dz=i*.05-oz+if(above(bp,4),4,3+(1-pow(1-(bp+4)*.125,3)*8))*.35;
tx=dx*cz-dy*sz;ty=dy*cz+dx*sz;
dy=ty*cx-dz*sx;tz=dz*cx+ty*sx;
dx=tx*cy-tz*sy;dz=tz*cy+tx*sy;
a=if(above(bp,-4),(1/pow(2.71828,sqr(dz*density))),0);
red=if(below(dz,.1),0,1)*a;
green=red;
blue=0;
k=1/if(equal(dz,0),1,dz);
x=dx*k;y=dy*k;```

Draw: Lines
-------------------

The above is the room and a bullet from my Matrix_Reality preset. Here is a basic description of variables:
• ox,oy,oz = Camera Position
• pitch,roll,yaw = Camera Rotation Angles
• density = Fog Density (Exponential Squared)
• j = Synchronization Variable (js = timing speed)
It limits the pitch to +/-.5 (Vertical) so there aren't any gimble situations, and automatic roll is created for changes in yaw.
Attached Files
 zevensoft_matrix_reality.zip (2.7 KB, 1980 views)

1 | 2 | 3 | 4 | 3W | 4WW

 27th November 2002, 23:51 #32 UnConeD Whacked Moderator     Join Date: Jun 2001 Posts: 2,104 If you want to post long pieces of code, use ... (replace <> with square brackets) to prevent from stretching the page.
 28th November 2002, 07:01 #33 dirkdeftly Forum King     Join Date: Jun 2001 Location: Cydonia, Mars Posts: 2,651 Don't forget your manners, UnConeD PLEASE USE COURIER!!! "guilt is the cause of more disauders than history's most obscene marorders" --E. E. Cummings
 28th November 2002, 08:58 #34 blazer1504 Senior Member     Join Date: Dec 2001 Location: .fi Posts: 155 No tug, you got me wrong. I'm not saying that every tip in this thread are total bullshit, but what I am saying is that this thread shouldn't be filled with codes / tips (and posts like this ) that doesn't affect to fps rate "efficiently" . I tried some of these and I really couldn't see any fps difference between code A and code B. If some method saves alot fps compared to the others, yeah it's good to be mentioned, but if it saves only like 0.1 fps you think that this thread should be filled with codes/tips like these ?? :P And what comes to my presets. Usually the use of complex colors makes the preset slow. And colors aren't just that easy to optimize. Of course I always try to erase things you don't necessarily need & try to make it as fast as possible, but sometimes you just can't make it any faster without radical changes. Sure I can replace all those tricky colors with a Utone or two for some real boost up, but that's just not me....
 29th November 2002, 06:30 #35 dirkdeftly Forum King     Join Date: Jun 2001 Location: Cydonia, Mars Posts: 2,651 Okay, just a tip...as long as we're on this page of the thread, try just typing in your carriage returns like this... Anyway, just one thing to remember as AVSers: Any god damned thing is possible in AVS once you put your mind to it. Trust me, if I didn't keep telling myself this, I wouldn't be doing any of what I've been doing (i.e. 4D, life algorithms, etc.) I'd bet money that Jheriko's been having to reasure himself of this a lot for some of his scopes lately My point is, you shouldn't just give up because you think it can't be done. That's not a good reason. Give up because you're lazy, or because you need to clip your toenails, or for something important like that. "guilt is the cause of more disauders than history's most obscene marorders" --E. E. Cummings
 29th November 2002, 14:48 #36 Jaheckelsafar Major Dude   Join Date: Feb 2002 Location: home Posts: 1,318 Here's a simple one that I'm sue everyone here knows. Might help a noob though. (that is kinda what this thread was intended to do, right?) sin, cos, and tan are all calculated from the radian value. This means the wavs have a period of 2*PI. sin(3.141) = sin(3.141) = sin(6.282) = 0 sin (3.141/2) = 1 sin (3.141*3/2) = -1 Stoke me a clipper. I'll be back for Christmas. - Arnold Rimmer Red Dwarf
2nd December 2002, 21:18   #37
jheriko
Forum King

Join Date: Aug 2002
Location: a twist in the fabric of space
Posts: 2,150
Quote:
 Originally posted by Atero I'd bet money that Jheriko's been having to reasure himself of this a lot for some of his scopes lately
That is true.

I still have ideas that I'm forcing myself
into doing right now, the coolest AVS i've
made haven't been released yet because they
don't work properly, but like atero said,
anything is possible so I never give up on
them, I just keep working on them in the
background. Like that sonic battlefield from
pack VI, I'm still working on that on and off.

The point is never to give up, force yourself
through to the end. Thats more general life

Here is something more useful though; I'm certain
that a lot of you out there know exactly what you
want to do in AVS but have no idea about what
sort of maths you need to do it. I'm also certain
that there are a lot of mathematical methods
that would be useful for AVS if we knew about them.
Personally I think that maths is pretty important
for AVS (the technical side at least) so if you
have any maths questions my tip would be to check
this cool page that I found, or alternatively send
me some mail. I'm not going to pretend to know
everything about maths but I have a lot of knowledge
and a lot of textbooks too.

jheriko@ntlworld.com

EDIT: Here are some trig identities to add to Jaheckelsafar's list, these will probably all have some applications in AVS, don't ask me what though:

```code:

cos(pi/4) = sin(pi/4) = 1/sqrt(2)
cos(pi/6) = sin(pi/3) = sqrt(3)/2
cos(pi/3) = sin(pi/6) = 1/2

(sin(x))^2+(cos(x))^2 = 1
cos(x)                = sin(x+pi/2)
cos(-x)               = cos(x)
sin(-x)               = -sin(x)
tan(x)                = sin(x)/cos(x)
cot(x) = 1/tan(x)     = cos(x)/sin(x)
sec(x)                = 1/cos(x)
csc(x)                = 1/sin(x)

sin(x+y)              = cos(x)sin(y)+sin(x)cos(y)
sin(x-y)              = cos(x)sin(y)-sin(x)cos(y)
cos(x+y)              = cos(x)cos(y)-sin(x)sin(y)
cos(x-y)              = cos(x)cos(y)+sin(x)sin(y)
sin(2x)               = 2sin(x)cos(x)
cos(2x)               = 2(cos(x))^2-1
cos(2x)               = 1-2(sin(x))^2
cos(3x)               = 4(cos(x))^3-3cos(x)
sin(3x)               = 3sin(x)-4(sin(x))^3

```

There are a ton more things like this, identities
for cos(ax) and sin(ax) for instance, but I can't
remember them all off of the top of my head.

-- Jheriko

'Everything around us can be represented and understood through numbers'

Last edited by jheriko; 2nd December 2002 at 21:44.

 3rd December 2002, 07:31 #38 dirkdeftly Forum King     Join Date: Jun 2001 Location: Cydonia, Mars Posts: 2,651 Damn...NOW I know why my trig teacher wanted me to memorize identities. She didn't show me the USEFUL ones..... "guilt is the cause of more disauders than history's most obscene marorders" --E. E. Cummings
 3rd December 2002, 12:16 #39 VisualAgnosia Senior Member     Join Date: Nov 2002 Location: Australia Posts: 190 Hey there, I was wanting to ask, (I've spent the last week going throught the forums) If some one could give me a running example purley for reference how to create a plane in 3D SSC and effect it with this function z=x*e^(-x^2-y^2) I use a 3d ploting program that I'm used to and enter this plot3d(x*exp(-x^2-y^2), x=-2..2 y=-2..2) works fine .. You should see the triped stuff I'm getting "TRYING to emulate this to AVS.. I've totaly forgot how to rearange the "e" with log and I got paper and shit all over my desk and room. ahhhhhhhhh where's my text books... I'm also giving up smoking 3 days now. z being the third axis of course, e is the exponent and ^ is to the power. Because I'm used to this program alot I tend to have blunders converting to AVS. Gimme a couple of weeks tho no probs but hey I'm always looking to learn quicker from some experienced bruzza'z. If anyone feeling Crwayzie mabey give z=cos(x)*sin(y) a try and show us. I feel that if I see an example of something I've done I might be able to bridge the gap faster. P.s. I's it just me or does anyone here alos go to sleep and end up dreaming about Freakin' equation's accompanied by some major tripped lighting visual dreams.... waaaaaaah. sheeesh If only I could remember what code I was dreaming I might be able to pull something awsome out of my subconcious ... I guess the best thing to say here is ... Keep Dreaming Rez---pec-t.. The VIzAG
 3rd December 2002, 19:46 #40 dirkdeftly Forum King     Join Date: Jun 2001 Location: Cydonia, Mars Posts: 2,651 here's an idea: do your own work instead of expecting us to do it for you. "guilt is the cause of more disauders than history's most obscene marorders" --E. E. Cummings
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