Old 19th December 2008, 02:06   #1
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Redone and finished stuff.

So I've been tinkering around with my old milkdrop 1.4 presets in milkdrop 2 with my new shader and resulting equation knowledge. I figure I need a thread to collect these in.

In this first zip lie 2 of the results of some revisited presets as well as a couple completely new ones.

Damn, this brings back memories of sitting in front of a computer 2 years ago and going "holyshit! I wanna do that!"
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File Type: zip done.zip (8.0 KB, 406 views)

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Last edited by Saint Goody; 19th December 2008 at 02:37.
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Old 26th December 2008, 19:03   #2
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Been doing some shader play today and as a result I found a good use for the uv texture effect. Don't think it's quite finished, I'd like to do some smooth beatcode with the mix in effect.

Ahm' a'workin' on it.

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Old 26th December 2008, 19:07   #3
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Itchybitchy

Why are these forums buggy still?
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Old 26th December 2008, 23:59   #4
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I knew I wasn't finished with it...
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Old 27th December 2008, 14:25   #5
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I think... I think...

I think... it may be finished...

So I'm backing away slowly from it. Hands off the "m" key...
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Old 27th December 2008, 19:50   #6
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Old 28th December 2008, 00:07   #7
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Dammit flexi, you're too good at your maths.

BUT!

You modified the UV value in the comp shader and forgot to move my own modification before changing the main UV value!

Shame, shame, shame...

You made me go back to that "m" key to do some more tweaking.

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Old 28th December 2008, 02:58   #8
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Dunno why I removed some of my code... It looks much better with those in the warp shader.

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Old 2nd January 2009, 14:09   #9
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Yargh

Flipping mentalist flapjacks fucking jacking my mic signal! Itch of a bitch!
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Old 4th January 2009, 20:10   #10
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Old 9th January 2009, 19:56   #11
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I revisited and tweaked some ancient beatcode I did for wave rgb values a long time ago. I also added in the pixel shader rot effect. The result from the combination is... really fucking cool...

while...

http://www.youtube.com/watch?v=Q5EGUPP0uN0
http://www.youtube.com/watch?v=MdZs5...eature=related

uhh... where was I going with this?

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Old 9th January 2009, 20:01   #12
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you like aphex twin - check out alarm will sound
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Old 9th January 2009, 20:18   #13
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that is an awesome preset very lush!

is there any guides on how to write a general preset like this? im kind of getting used to pixel shaders sampling stuff now but im still stuck in the whole shape/wave point at the moment, if i could create stuff like that but with the responsiveness of shapes and waves that would be awesome

and cheers flexi for the heads up on that sounds cool!

"human is the music, natural is the static..." - john updike
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Old 9th January 2009, 20:37   #14
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Old 9th January 2009, 23:31   #15
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@flexi: Holyshit that's awesome, I'm gonna find some more.

Try these out man:
http://www.youtube.com/watch?v=Rl9_6wF9Cfs
http://www.youtube.com/watch?v=fcgojuI_4rs
http://www.youtube.com/watch?v=Vm8HVbq2Z_I
http://www.youtube.com/watch?v=v3RtR...eature=channel

@shadowharlequin: ehh, I got to this by experimenting. The beatcode I was working on for color changes and the gradual invert wasn't working, so I went through a bunch of my old presets and found some ancient beatcode to tweak.

I don't know if anyone else does this, but I have a folder full of experiments that I never finished. Sorting through it is like looking through a junkyard, I can spend hours looking at different effects before I find something I'm interested in.

Hmm, I started out this one playing with a junk preset, then gradually added effects as I figured them out.

Of course, it suddenly wasn't finished once flexi decided to put in his log spiral... I HAD to do more with that amazing effect. The spiral TOLD me to.

Eh, basically it's just playing with something until you get an effect that you like. Once you've got that refine it until you're satisfied.

Here are the different steps that I went through before getting to the first emotive dissonance preset:
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File Type: zip from junk to preset.zip (16.3 KB, 315 views)

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Old 9th January 2009, 23:44   #16
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http://www.youtube.com/watch?v=a-IbI4mymms

for your consolation: i have more than a handful of such folders. *...remembers of all the julia fractal prototypes...*

@goody: never ever click this link
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Old 10th January 2009, 00:48   #17
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I have a folder like that too, with about 600 different presets in various states of disarray

I save a lot of copies when I'm working on a preset, any time I come across something I might want to revisit later when I'm randomly tweaking things. for example, there are 38 different versions of the Cartune preset in that folder, some of which look nothing like the original.

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Old 10th January 2009, 11:47   #18
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thanks for that goody!

when i add your comp shader to the bottom of one of my sphere presets it looks quite nice but what do you have to do to apply the effect to the echo as well?

code:
float2 uvm=0;

uvm.x=uv.x-.05*tex2D(sampler_noise_hq, uv.x*1.5).x;
uvm.y=uv.y-.05*tex2D(sampler_noise_hq, uv.y*1.5).x;

float3 blur = GetBlur1(uvm);
float3 sharp = tex2D(sampler_main, uvm);
float3 fix = GetPixel(frac(uvm));

float lum = dot(blur, float3(.3,.5,.2));
float mod = (.75*fix+sin(rad*8-time*2));

float3 fret = (10*fix-blur*rad)*mod;
float3 inv = 1-fret;

ret=tex2D(sampler_main, float2(uv.x, uv.y*.75))*inv+.55*fret;
ret*=1.2;


"human is the music, natural is the static..." - john updike
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Old 10th January 2009, 12:15   #19
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Quote:
Originally posted by ShadowHarlequin
but what do you have to do to apply the effect to the echo as well?
calculate the rippled mirror first, then take its return uv vector as input for goodies code.
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Old 10th January 2009, 13:27   #20
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sounding really n00bish but i still havent worked out what the inputs and outputs are, i thought it was sampler_main for goodies code and uv_water as the output?

"human is the music, natural is the static..." - john updike
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Old 10th January 2009, 14:50   #21
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Ok, I did a quick modification to it to let it work on uv_echo. As a side note, I really don't like the way the echo works in pixel shader... forces you to calculate twice...

Basically I doubled up the code and instead of using the regular old UV value in the code's twin I used uv_echo. This should work if you put it anywhere after the echo code.


float2 uvm=0;
float2 uvem=0;

uvm.x=uv.x-.07*tex2D(sampler_noise_hq, uv.x*.8).x;
uvm.y=uv.y-.07*tex2D(sampler_noise_hq, uv.y*.8).x;
uvem.x=uv_echo.x-.07*tex2D(sampler_noise_hq, uv_echo.x*.8).x;
uvem.y=uv_echo.y-.07*tex2D(sampler_noise_hq, uv_echo.y*.8).x;


float3 blur = GetBlur1(uvm);
float3 sharp = tex2D(sampler_main, uvm);
float3 fix = GetPixel(frac(uvm));

float3 eblur = GetBlur1(uvm);
float3 esharp = tex2D(sampler_main, uvm);
float3 efix = GetPixel(frac(uvem));

float mod = (.8*fix+cos(rad*2-roam_sin*2+time));
float2 emod = (.8*fix+cos(rad*2-roam_sin*2+time));

float3 fret = (.8*fix-blur*rad)-mod.xxx;
float3 inv = 1-fret;

float3 efret = (.8*efix-eblur*rad)-mod.xxx;
float3 einv = 1-efret;

float melt = dot(fret, inv);
float emelt = dot(efret, einv);

float3 pret=tex2D(sampler_main, float2 (uv.x,uv.y))*inv+.55*fret;
float3 mret=lerp(ret, inv, 1.5*saturate(melt));
float3 eret=tex2D(sampler_main, float2 (uv_echo.x,uv_echo.y))*inv+.55*fret;
float3 emret=lerp(eret, einv, 1.5*saturate(emelt));

ret=lerp(mret,emret,.5);

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Old 10th January 2009, 15:07   #22
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and here's an example:

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Old 10th January 2009, 15:09   #23
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@goody: they're not wild enough for me - http://www.youtube.com/watch?v=MSew9BaNP78

@greg: use the uv_water as the uv in goodies expressions, that's all.
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Old 10th January 2009, 16:30   #24
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@flexi: Not even 1200 mics??? I believe we'll have to accept that our tastes in trance/techno are quite different then. That link is good, it's just that the sounds and beat get boring for me after a minute or two. I like a lot of psy, ambient, & goa.

Why I love Raja Ram: http://www.youtube.com/watch?v=x6MbggORnEQ

http://www.youtube.com/watch?v=gsvPT...ext=1&index=42
http://www.youtube.com/watch?v=-mjSsK-f0BE
http://www.youtube.com/watch?v=0ugRK...eature=related

@greg: ret=tex2D(Sampler_x, uv) tells the shader to return the red, green, and blue values of the x sampler at the pixel defined by the value of UV. The values come in the form of a float3, x being red, y being green, and z being blue. UV is a float2 which holds 2 values - the x coordinate and the y coordinate. Modifying the UV value changes the coordinates that the sampler places the color values at.

uv_echo and uv_water are modified uv values that are used to place a texture.

ehh, I hope that helps.


Oh, and flexi... I... I clicked it... I'm going to build myself one of those little machines now. I must go frolic with mad acid creatures in another world where traffic cones cause potential car wrecks by eating duck's heads while they're driving their spotless red cars down a road that... distorts...


Have a look... http://www.youtube.com/watch?v=xj8Za...eature=related

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Old 10th January 2009, 17:25   #25
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http://www.youtube.com/watch?v=jKi4aeMnWrU
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Old 10th January 2009, 17:36   #26
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I was listening to http://www.youtube.com/watch?v=zW3kT...eature=related when I watched that video.

Somehow it fit it perfectly.


Oh, and something really badass I just found: http://www.youtube.com/watch?v=zW3kT...eature=related

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Old 10th January 2009, 17:38   #27
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neat music video for that one flexi, reminds me of royksopp's one

http://www.youtube.com/watch?v=lBvaHZIrt0o&fmt=18

I sooo want to see these guys live
http://www.youtube.com/watch?v=wIWfZgKDWLU&fmt=18

love this song too
http://www.youtube.com/watch?v=nl6ekYeqhJg&fmt=18

@goody: di.fm psytrance channel?

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Old 10th January 2009, 17:50   #28
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@cope: You asking what I would listen to?

Prog, ambient, goa, trance... Right now it's ambient.


I usually don't go too much for radio streams unless I'm looking for something new. There was one site I used to go to, had odd artwork as a background for a rotating cube player in flash. Don't remember the name though.

Eh, daft punk is alright. I think I've heard too much of them to really care for them, but hey - they're a favorite for micspam in tf2.

I'm looking into more Junkie XL, sounds pretty badass.

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Old 10th January 2009, 18:11   #29
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was just wondering if you listen to it, a lot of people I run into who like psytrance and goa listen to the streams there. I used to as well, but I've found it gets really repetitive after a few weeks...

check out Junkie XL's 3AM/3PM sets, you can download them here:

http://soundz.tfst-nyc.com/?C=M;O=D

(thanks to google's index search trick )

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Old 10th January 2009, 19:19   #30
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//saint goody
thanks, ive put the 2x code in and it kind of works, the cube effect is mirrored however when the image cycles to the oversaturated one its no longer mirrored. i think the ripple effect still reflects these changes as it should
any idea why thats not mirroring? and whats controlling the cycle speed?

//flexi
ive tried uv_water and that applied the effect to the bottom section of the screen only (looked quite cool though) and had big rings (black and white) for the cycling effect. im really lost

sorry guys for still not getting it, ive attached the version closest to the effect i want (although the saturated image isnt echoed) and id like to change the cycling effect speed


heres some goa you might find ok, its good on sunny days

Electro sun:.
http://uk.youtube.com/watch?v=hD213hVEBC0
http://uk.youtube.com/watch?v=yYkVPeMTxb8

http://uk.youtube.com/watch?v=_5CuCyIOpUc

//edit
ive found out how to cycle the effect quicker, just cant get teh saturated echo now

"human is the music, natural is the static..." - john updike
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Old 10th January 2009, 19:51   #31
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@greg: well, for me it's fading to black far too fast to tell what it's doing.

in the warp shader:

ret*=.5; every frame's brightness is effectively halved.
it's usually more effective to multiply by something around .95.

in the composite shader:

ret *= (treb_att)+(sin(time)); Both Treb_att and sin(time) will reach zero occasionally. Multiplying by zero produces... Zero. If the red, green, and blue values are all zero you're not going to have anything on the screen.

The speed of the cycling effect can be modified by changing the value of time in these two lines:

float mod = (.8*fix+cos(rad*2-roam_sin*2+time));
float2 emod = (.8*fix+cos(rad*2-roam_sin*2+time));

Multiplying time by .5 will halve the speed while a negative number will change the direction. I see why it's not mirroring, it's in here:

float3 pret=tex2D(sampler_main, float2 (uv.x,uv.y))*inv+.55*fret;
float3 mret=lerp(ret, inv, 1.5*saturate(melt));
float3 eret=tex2D(sampler_main, float2 (uv_echo.x,uv_echo.y))*inv+.55*fret;
float3 emret=lerp(eret, einv, 1.5*saturate(emelt));

ret=lerp(mret,emret,.5);

the echoed image isn't even being displayed with the primary image, just in the transition effect.


I discovered Electro Sun over the summer. He's pretty damn good, but sounds a little... positive... for my tastes.

It's like the difference between e and mushrooms at a rave, both are good but I prefer having a full blown trip going.


something else:
http://uk.youtube.com/watch?v=-2mc0w...eature=related

a little darker sounding:
http://uk.youtube.com/watch?v=1ChFwM...eature=related

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Old 10th January 2009, 20:42   #32
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i noticed the missing 'e's just before reading this lol

i fixed that and added a little more ret*= in the warp and got rid of that last line (i think i just forgot about it)

if youve got any more suggestions for it that would be good, im pretty happy with the effect at the moment although i dont think its using that transition effect

i know what you mean about ES, sometimes it sounds almost cheesy but thats why it i kind of prefer it in summer

that psyshine tune however has most of the coolest synths ever! great stuff! that exotic tune is cool too

ive got this tune somewhere that ill have to dig out, has the best break in it and some awesome synths

http://uk.youtube.com/watch?v=-4rl8H...eature=related

and for shits n giggles:
http://uk.youtube.com/watch?v=6QksP2YIHjs


"human is the music, natural is the static..." - john updike
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Old 10th January 2009, 22:01   #33
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The mix in effect isn't doing anything because you aren't subtracting from a constantly increasing value. Try this:

float mod = (fix+cos(rad*1.5-roam_sin-(3*time)));
float emod = (efix+cos(rad*1.5-roam_sin-(3*time)));

honestly though, if you want that to have a black tint, this effect won't look too good. It basically inverts the image in a certain area.


Here's an example of where it shines - with a few shader experiments thrown in the warp. It's not beatcoded in any way, just an example.

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Old 10th January 2009, 22:37   #34
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http://www.youtube.com/watch?v=EDlC7...eature=related

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Old 11th January 2009, 00:27   #35
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Lateralus! - there we meet!

http://www.youtube.com/user/cannabeo

i was bored and this thread reminded me of some of my older experimental stuff. so here's a provisional mash-up - i think i will try playing with some gradients just like in the original milkcore preset. but now it's bedtime
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File Type: milk flexi - milkcore 2 [work in progress].milk (11.6 KB, 292 views)
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Old 11th January 2009, 02:33   #36
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@flexi f(n)=f(n-1)+f(n-2)

If you understand.



Also... I do believe...

The forum now cuts off filenames that are too long.

Nullsoft fix ur shit plox. I don't like the idea of having to sort through all my downloaded presets putting .milk after half a file name...

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Old 11th January 2009, 09:33   #37
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the forum did that as long as i can remember.
option one: leave names short.
option two: pack them in a zip file.
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Old 11th January 2009, 12:19   #38
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done really quick havent got time to play with it too much yet

"human is the music, natural is the static..." - john updike
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Old 11th January 2009, 23:18   #39
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Ok, I've got a couple more to throw at you. Same concept, different texture effects.

http://www.youtube.com/watch?v=oWyBjLIhWaU
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File Type: zip moar.zip (7.1 KB, 222 views)

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Old 23rd January 2009, 23:51   #40
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http://www.youtube.com/watch?v=lstDd...eature=related
http://www.youtube.com/watch?v=SMQ2y...eature=related
http://www.youtube.com/watch?v=uNw9Y...eature=channel

Just playing around with some beatcode...

Have some:

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