Old 5th April 2011, 23:32   #281
Amandio C
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Green machinery, more iterated functions.
Sorry for the absence. I haven't used much MD the last couple of months.
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Old 12th April 2011, 19:52   #282
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More green machinery. I quite like to watch these shapes develop, but find it annoying how they suddenly disappear. Maybe some sort of fading could be considered ?
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Old 15th April 2011, 01:13   #283
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Ok, here is one with a blind.
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Old 25th April 2011, 18:08   #284
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for your last presets!

I thought you might be interested in a personal project. I have just released a first demo of my preset editor for Processing. I had to deactivate system-wide copy+paste for the web, but it still works internally. Also the XML load/save has been removed. If you're familiar with Java you can easily grab the source and build a standalone application with full features. But at least you can get the feel for the menu and editors. I guess they're pretty familiar for you But be warned, i know it's quite slow on some machines. (Adding another Wave takes a while in the Applet too.) So far all scripts are in Javascript, but as i find it too slow i will soon replace the script engine for a Groovy compiler or so. See my Demo on OpenProcessing.
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Old 27th April 2011, 06:13   #285
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Interesting project, no doubt. Creating shapes doesn't seem to be working though.
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Old 4th May 2011, 11:13   #286
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Quote:
Originally Posted by Amandio C View Post
Some experiments with animation. One using a scan of 15 frames of an animated gif, stored in megabuff. The other using these frames loaded in the composite shader
RE: muybridge's horse + pixelized.zip

Ok, I can't figure this out. I've looked over the code but I don't understand how some things manage to work properly. It seems to be missing something?

The separate .jpg frames are located in one folder. However there is a preset in another folder (the pixelised one) that uses those same .jpg's. How does that preset know to look in that folder? I can't find anything in the code that refers to a directory change?

Also, I even though I change every reference of muybridge in the code to IMGxxxxx winamp returns an error saying 'cannot load I.j'. I've only been able to get my own images working by renaming them muybridge_xx....which is going to be a real problem if I want to have multiple presets with different frames in each.

Finally, I'm assuming there is a limit on how many frames you can use, the size of them, etc?

Thanks
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Old 4th May 2011, 12:56   #287
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To use your own sprites it's easier to change first the name of the sprites in the preset to something like pic01 etc.
In MD, the sprites must be placed : in the same folder of the preset; or in MD textures folder. Folder redirectioning is not possible. There is a limit of 16 sprites per preset, but no limit in their size. To avoid the 16 sprites limit, you can use my scripted movies preset. It's possible to view any video file in MD, without sound of course.
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Old 4th May 2011, 15:30   #288
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Quote:
Originally Posted by Amandio C View Post
In MD, the sprites must be placed : in the same folder of the preset; or in MD textures folder. Folder redirectioning is not possible.
That's what I thought, but you can try it yourself. Download that .zip and extract it to a folder and point MD to it. The pixelised horse works....I still can't figure out why. (and yep, they aren't in my textures folder either). Odd.

Anyways, important thing is that it works. I'll try the same naming convention that were using (aaaaa_##.jpg) and see if that works ok.

Thanks heaps!

edit: yep, changing the naming convention fixed my problems. also weird. Thanks again
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Old 4th May 2011, 17:17   #289
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Maybe you can try keeping the folders inside Winamp folder. I always do that, and it works.
A preset based on value1, transmitted to shapes and per-pixel code.
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Old 5th May 2011, 10:08   #290
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Maybe you can try keeping the folders inside Winamp folder. I always do that, and it works.
A preset based on value1, transmitted to shapes and per-pixel code.
Ahh yep, that explains it. I had backed up my preset folder in the MilkDrop2 folder. So it appears that ANYTHING inside the MilkDrop2 folder is a potential source for the sampler. It is not just restricted to the textures folder or the same folder as the running preset.
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Old 5th May 2011, 13:42   #291
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Where abouts in your muybridge preset code should I look to alter the speed at which the frames change? i.e. I want to slow down the 'animation' and/or keep it at a constant rate.

Thanks for making this preset btw

edit: I'm pretty sure I'm looking in the right place at least. per_frame_4 (line 224)?

edit2: nevermind, got it. I should really mess with stuff more often before asking questions. So I got what I wanted by changing line 224 to: t = time * 15; for 15 fps.

I'm gonna be using your preset a lot so I'll upload the stuff that I come up with. Cheers

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Old 5th May 2011, 23:36   #292
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The speed of animation is controlled by the variable t in the main per-frame code.
Animated gifs are a good source for small animations, I used one for muybridge's horse and extracted the frames with Gimp. Keep in mind that 16 frames limits the choices. Good luck.
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Old 22nd May 2011, 22:55   #293
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feeling well
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Old 23rd May 2011, 09:39   #294
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feeling well 2
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Old 24th May 2011, 09:16   #295
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This version is more twisted.
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Old 26th May 2011, 09:42   #296
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feeling well 4,5
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Old 4th June 2011, 21:46   #297
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Good idea to use shapes for the tunnel effect, they can be more precisely controlled than the simple zoom in the warp shader. That gives me some ideas, I would like to have the tunnel move towards me... we might also create holes or "windows" by selectively setting rad = 0 for the shapes. It might also be cool to write text on the wall just by using different colors....
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Old 4th June 2011, 23:08   #298
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Indeed they look ok, with just some circles of hexagons. I tried to build a continuous moving tunnel, but was too lazy to write a code that solves the problem of shape order - but it can surely be done, reordering the last circle to be the first, after it disappears from view. Opening windows doesn't look good, since you will see the hexagons of the next circle.
This versions just changes the background to moving cubes. No. 7 is pretty heavy on fps.
As for the text, it's a good idea. But my font code is in terms of x,y, I can't figure how to use it as a color mapping. Also, any color changes need to be subtle or they will affect the tunnel efect.
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Old 25th June 2011, 14:58   #299
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fume
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Old 25th June 2011, 17:31   #300
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Ah, your first shader experiments ?
It is however completely white screen for me. The problem is in the line d -= int(d); you never know what int() actually does. Probably something else than in the per frame and wave equations, and probably not the same on on Nvidia and ATI cards. Particularly when the argument is negative. Better use d = frac(d);

Note that shaders are optimised for vector operations. It is therefore more efficient to use a float2 instead of individual variables such as x0 and y0. I rewrote your warp code making use of vectors:

float2 uv0, uv1;
float d;
static const float2 par = float2 (q1,q2);
shader_body
{
uv0 = 5*uv;
uv1 = uv0;
d= length(uv1);

for ( int n=0; (n <6) && (n<10*d) ; n++ )
{
uv1 += sin(uv1.yx+par.yx) + uv0 - par;
d=frac(.1*length (uv1));
}

ret= float3 (d, sqrt(d), d*3);
}
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Old 26th June 2011, 08:02   #301
Amandio C
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Thank you. I didn't test the preset in an ATI card. In my NV card your version gives 55 fps and mine 80 so I included both.
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Old 26th June 2011, 15:41   #302
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The last zip included the wrong fume (ATI). Here is the correct version.
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Old 15th August 2011, 10:41   #303
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salty beats - spiral
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Old 28th August 2011, 15:03   #304
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The mandelbrot set using the trigonometric formula which gives some interesting color mappings.
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Old 31st August 2011, 13:53   #305
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stiil variations 1

edit: tweaked the preset a bit
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Old 31st August 2011, 17:25   #306
Nitorami
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Nice image. Here is an approximate clone in shader code.
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Old 2nd September 2011, 10:04   #307
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Thank you martin. I'm wandering if it would be possible, using shaders, to have some sort of "travel" animation. A strange travel though, through a mix of different perspectives and surfaces .
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Old 2nd September 2011, 19:56   #308
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Hi Amandio

These presets cannot be exactly parallelized because each point uses the result of the previous point calculation (in t = d*d*d...). This does not work in shaders, where every point on the screen is calculated at the same time.
Here is something similar, maybe you can use that.
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Old 4th September 2011, 17:03   #309
Amandio C
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The shader versions are getting more interesting, but I still prefer the detail of the shape-based versions, unless someone proves otherwise
An experience with a slow animation. The loss of detail is significant.
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Old 14th September 2011, 20:35   #310
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This one is vaguely inspired by the scenery at the Bund, a famous zone in Shanghai.
I have just returned from a 3 month work in China, it's good to be home again.
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Old 18th September 2011, 22:42   #311
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An animation using in the iteration a variable from the previous frame, with varying weight.
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Old 22nd October 2011, 02:41   #312
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still variations - caramels
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Old 14th December 2011, 14:42   #313
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I just read the fume preset and couldn't resist poking the values

PS. If it looks too blue, try picking a song with less bass...
PS2. Watch it! ATI version.
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Old 15th December 2011, 11:13   #314
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Some shapes made with tangent circles. The number of instances and radius can be changed in the menus to produce larger shapes.
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Old 8th January 2012, 03:40   #315
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trick with cubes
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Old 8th January 2012, 04:32   #316
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small tweak
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Old 8th January 2012, 16:23   #317
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A quick edit wih selective blur
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Old 9th January 2012, 23:46   #318
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Good work. Maybe one day it will be possible to add 2 MD windows, to allow for shader-based backgrounds and a no-shader foreground. Shapes-based backgrounds are so limited.
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Old 13th January 2012, 16:18   #319
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odd star
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Old 13th February 2012, 04:00   #320
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living boxes
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