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#1 |
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Major Dude
Join Date: Jun 2001
Location: Sydney, Australia
Posts: 977
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Enjoy the beauty of a sunset over the ocean - with, or without clouds.
The higher the mesh size, the better these look. - on the lowest setting, they look like ass, but crank up the mesh, and you'll swear it's real water. I'd post screenshots, but my ftp space seems to have disappeared, so you'll just have to have these: Ocean Sunset.milk : ******************* [preset00] fGammaAdj=2.000000 fDecay=0.969000 fVideoEchoZoom=1.006596 fVideoEchoAlpha=0.000000 nVideoEchoOrientation=0 nWaveMode=0 bAdditiveWaves=1 bWaveDots=0 bModWaveAlphaByVolume=0 bMaximizeWaveColor=1 bTexWrap=0 bDarkenCenter=0 bMotionVectorsOn=0 bRedBlueStereo=0 nMotionVectorsX=12 nMotionVectorsY=9 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=6.140000 fWaveScale=3.544921 fWaveSmoothing=0.900000 fWaveParam=-0.180000 fModWaveAlphaStart=0.750000 fModWaveAlphaEnd=0.950000 fWarpAnimSpeed=1.000000 fWarpScale=1.772000 fZoomExponent=1.008151 fShader=0.000000 zoom=1.000422 rot=0.000000 cx=0.500000 cy=0.500000 dx=0.000000 dy=0.000000 warp=0.010000 sx=1.000000 sy=1.000000 wave_r=0.850000 wave_g=0.549900 wave_b=0.000000 wave_x=0.500000 wave_y=0.500000 per_frame_1=wave_r = wave_r + 0.150*( 0.60*sin(0.823*time) + 0.40*sin(0.916*time) ); per_frame_2=wave_g = wave_g + 0.30*( 0.60*sin(0.900*time) + 0.40*sin(1.023*time) ); per_pixel_1=zoom = zoom + if(below(rad,0.265), -0.03, if(above(y,0.6), (abs(0.001*sin((ang+1.57)*0.674*time)) + 0.001*sin(0.456*time)), -0.2)); per_pixel_2=rot = rot + if(above(y,0.6), if(below(ang,-0.65), if(above(ang,-2.45), 0.2*sin(abs(rad-1)*ang*10*time), 0.1), -0.1), 0); Ocean Sunset with Clouds.milk : ******************************* [preset00] fGammaAdj=2.000000 fDecay=0.969000 fVideoEchoZoom=1.006596 fVideoEchoAlpha=0.000000 nVideoEchoOrientation=0 nWaveMode=0 bAdditiveWaves=1 bWaveDots=0 bModWaveAlphaByVolume=0 bMaximizeWaveColor=0 bTexWrap=0 bDarkenCenter=0 bMotionVectorsOn=0 bRedBlueStereo=0 nMotionVectorsX=12 nMotionVectorsY=9 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=6.140000 fWaveScale=3.544925 fWaveSmoothing=0.900000 fWaveParam=-0.180000 fModWaveAlphaStart=0.750000 fModWaveAlphaEnd=0.950000 fWarpAnimSpeed=1.000000 fWarpScale=1.772000 fZoomExponent=1.008151 fShader=1.000000 zoom=1.000422 rot=0.000000 cx=0.500000 cy=0.500000 dx=0.000000 dy=0.000000 warp=0.010000 sx=1.000000 sy=1.000000 wave_r=0.850000 wave_g=0.549900 wave_b=0.000000 wave_x=0.500000 wave_y=0.500000 per_frame_1=wave_r = wave_r + 0.150*( 0.60*sin(0.823*time) + 0.40*sin(0.916*time) ); per_frame_2=wave_g = wave_g + 0.30*( 0.60*sin(0.900*time) + 0.40*sin(1.023*time) ); per_pixel_1=zoom = zoom + if(below(rad,0.265), -0.03, if(above(y,0.6), (abs(0.001*sin((ang+1.57)*0.674*time)) + 0.001*sin(0.456*time)), if(below(rad,0.4), -0.03, if(below(y,0.5), 0.01*sin(0.671*rad*ang*time), -0.2)))); per_pixel_2=rot = rot + if(below(y,0.2), 0, if(above(y,0.5), if(below(ang,-0.65), if(above(ang,-2.45), if(above(y,0.6), 0.2*sin(abs(rad-1)*ang*10*time), 0), 0.1), -0.1), if(above(rad,0.4), if(below(ang,1.57), 0.1, -0.1), 0))); per_pixel_3=sx = sx + if(below(y,0.2), if(above(rad,0.4), 0.1*sin(rad*ang*2.45*time)+0.1, 0), 0); per_pixel_4=sy = sy + if(below(y,0.2), if(above(rad,0.4), 0.02*sin(rad*ang*3.52*time) +0.02, 0), 0); Try them - you'll like them. - Krash [Edited by Krash on 06-08-2001 at 10:06 AM] |
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#2 |
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Major Dude
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Please just upload the file somewhere
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#3 |
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Major Dude
Join Date: Jun 2001
Location: Sydney, Australia
Posts: 977
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sigh.
lazy, lazy, lazy. Have you not heard of copy and paste? I'll find some webspace, hang on. <a href="http://krash.idx.com.au/ocean sunset.milk">Ocean Sunset</a> <a href="http://krash.idx.com.au/ocean sunset with clouds.milk">Ocean Sunset With Clouds</a> - Krash |
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#4 | |
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Major Dude
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Quote:
ThanksThor = Lazyness itself
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#5 |
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Member
Join Date: Jun 2001
Location: Springfield, Missouri
Posts: 53
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Ocean sunset effects
You're right. I cranked up the mesh and it becomes a great effect. I like it. Tried working with your per pixel equations to apply it to other areas of the screen, but no joy. Can you help me out with how it works? Thanks
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#6 |
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Major Dude
Join Date: Jun 2001
Location: Sydney, Australia
Posts: 977
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The watery effect? yeah.
I'm pretty sure (hard to remember atm) that the effect is zoom = zoom + (abs(0.001*sin((ang+1.57)*0.674*time)) + 0.001*sin(0.456*time)); and rot = rot + 0.2*sin(abs(rad-1)*ang*10*time); the rest of the parts in the ocean sunset presets are mainly if statements, to get the different effects at different places. - Krash |
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