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#1 |
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Major Dude
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A new dialect
Many thanks to Krash for letting me know that user-created variables ARE in fact persistant across frames. Thanks to this fact, I now present a preset in which not only the pace/ammount of the effect is beat driven, but the type of effect itself changes based on what the beat's doing.
I'm just getting started with this code, but here's a modification of my "perverted dialect" preset as a teaser. ================ Tribal Dialect ================ [preset00] fRating=4.000000 fGammaAdj=2.000000 fDecay=0.978000 fVideoEchoZoom=1.006500 fVideoEchoAlpha=0.500000 nVideoEchoOrientation=0 nWaveMode=7 bAdditiveWaves=0 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=0.799999 fWaveScale=2.047093 fWaveSmoothing=0.750000 fWaveParam=0.000000 fModWaveAlphaStart=0.750000 fModWaveAlphaEnd=0.950000 fWarpAnimSpeed=1.000000 fWarpScale=1.000000 fZoomExponent=3.394161 fShader=0.000000 zoom=1.008148 rot=0.000000 cx=0.500000 cy=0.500000 dx=0.000000 dy=0.000000 warp=1.000000 sx=1.000000 sy=1.000000 wave_r=0.500000 wave_g=0.500000 wave_b=0.500000 wave_x=0.500000 wave_y=0.500000 ob_size=0.010000 ob_r=0.000000 ob_g=0.000000 ob_b=0.000000 ob_a=1.000000 ib_size=0.010000 ib_r=0.250000 ib_g=0.250000 ib_b=0.250000 ib_a=0.000000 per_frame_1=warp = 0; per_frame_2=dx = dx - .001; per_frame_3=dy = dy - .001; per_frame_4=wave_r = wave_r + if(above(bass_att,1.4),1,.49*sin(time*2)); per_frame_5=wave_g = wave_g + if(above(bass_att,1.4),0,if(above(treb_att,1.4),1,.49*sin(time*3))); per_frame_6=wave_b = wave_b + if(above(treb_att,1.4),0,.49*sin(time)); per_frame_7=bass_flux=if(equal(abs(bass_flux),1),bass_flux,1)*if(above(abs(timing),.97),-1,if(above(bass_att,1.3),-1,1)); per_frame_8=treb_flux=if(equal(abs(treb_flux),1),treb_flux,1)*if(above(treb_att,1.3),-1,1); per_frame_9=timing=if(above(abs(timing),.97),timing*.9,timing)+if(above(mid_att,1.3),.09,.03)*bass_flux; per_frame_10=q1=timing; per_frame_11=q2=-timing*bass_flux; per_frame_12=q3=timing*treb_flux; per_frame_13=rot=if(above(q1,0),if(above(q2,0),.1,-.1),0); per_frame_14=zoom=zoom+.05*q2+.05*q1; per_frame_15=wave_mystery=wave_mystery+.7*q1+.3*q2; per_frame_16=wave_size=wave_size+0.5*q3; per_frame_17=cx=cx+.2*q1; per_frame_18=cy=cy+.2*q3; per_pixel_1=centerx = .5; per_pixel_2=centery = .5; per_pixel_3=crad = abs(rad-.5)*q2; per_pixel_4=grid=abs(x*10-5)%2 + abs(y*10-5)%2; per_pixel_5=sx_temp = if(equal(grid,0),if(above(x,centerx),sx - crad - centerx,sx + crad - centerx),sx); per_pixel_6=sy_temp = if(equal(grid,0),if(above(y,centery),sy - crad - centery,sy + crad - centery),sy); per_pixel_7=sx=if(below(q1,0),sx-sx_temp*q2*.1,sx); per_pixel_8=sy=if(below(q1,0),sy-sx_temp*q2*.1,sy); I'm going to look at that "bass_thresh" code from the shift preset, and see if I can't come up with something more like real BPM detection. For now, those who LIKE jittery presets feel free to change every occurance of 1.3 above to .9 or so. ![]() -- unchained |
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#2 |
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Major Dude
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Bah!
Forgot the zip.
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#3 |
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Junior Member
Join Date: Oct 2001
Posts: 15
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Certainly one of the most original and dynamic sequences I've seen yet. It's like three presets in one. The waffle orb (or something) effect is also very intriguing. However, I must say that, to me, the preset seems a little... unsure of itself most of the time. While the quality of it is very nice, the fluidity is somewhat lacking. It tries to react to so many variables that sometimes you get a very erratic and unpleasant effect. With some songs you might see a waffle for a fraction of a second then suddenly the screen begins to vibrate violently like it was trying to take back what it last displayed as if it were a mistake. Just my thoughts.
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#4 |
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Major Dude
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I know what you mean about the wobble, and I've hopefully got it licked. Here's something new, and hopefully a little more fluid.
=================== Once Again Deadly =================== [preset00] fRating=4.000000 fGammaAdj=2.000000 fDecay=0.981000 fVideoEchoZoom=1.999700 fVideoEchoAlpha=0.750000 nVideoEchoOrientation=2 nWaveMode=5 bAdditiveWaves=1 bWaveDots=0 bModWaveAlphaByVolume=1 bMaximizeWaveColor=1 bTexWrap=1 bDarkenCenter=0 bMotionVectorsOn=0 bRedBlueStereo=0 nMotionVectorsX=12 nMotionVectorsY=9 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=2.781664 fWaveScale=3.908390 fWaveSmoothing=0.000000 fWaveParam=0.000000 fModWaveAlphaStart=0.950000 fModWaveAlphaEnd=0.750000 fWarpAnimSpeed=1.000000 fWarpScale=1.000000 fZoomExponent=1.028265 fShader=0.100000 zoom=1.009898 rot=0.000000 cx=0.470000 cy=0.500000 dx=0.000000 dy=0.000000 warp=1.000000 sx=0.990099 sy=0.990099 wave_r=0.000000 wave_g=0.000000 wave_b=0.000000 wave_x=0.500000 wave_y=0.500000 ob_size=0.010000 ob_r=0.000000 ob_g=0.000000 ob_b=0.000000 ob_a=0.000000 ib_size=0.000000 ib_r=0.250000 ib_g=0.250000 ib_b=0.250000 ib_a=0.000000 per_frame_1=warp=0; per_frame_2=bass_flip=if(equal(abs(bass_flip),1),bass_flip,-1)*if(above(bass_att,1.4),-1,1); per_frame_3=treb_flip=if(equal(abs(treb_flip),1),treb_flip,-1)*if(above(treb_att,1.4),-1,1); per_frame_4=state=1+if(equal(bass_flip,1),2,0)+if(equal(treb_flip,1),1,0); per_frame_5=wave_r=if(equal(abs(state-3),1),0+.2*sin(time*.6),if(above(state,2),.9+.1*sin(time),.6+.08*sin(time))); per_frame_6=wave_g=if(equal(abs(state-3),1),0,if(equal(state,3),0,.49)); per_frame_7=wave_b=if(equal(abs(state-3),1),.9+.1*sin(time*.7),0); per_frame_8=zoom_fade=if(above(abs(1-zoom_fade),.1),1,if(above(state,2),zoom_fade-.008,zoom_fade+.01)); per_frame_9=zoom=zoom_fade; per_frame_10=wave_x=wave_x+.13*state*sin(time*1.1*state); per_frame_11=wave_y=wave_y+.13*(4-state)*sin(time*1.2*(4-state)); per_frame_12=rot=rot+.05*sin(time)*state; per_frame_13=ob_r=wave_r; per_frame_14=ob_g=wave_g; per_frame_15=ob_b=wave_b; per_frame_16=ob_a=.3*(3-state); per_frame_17=q1=state; per_pixel_1=grid=abs(x*10-5)%2 + abs(y*10-5)%2; per_pixel_2=sx=if(equal(grid,if(above(q1,2),0,1)),if(equal(abs(q1-3),1),sx-.2*q1*abs(sin(time*q1)),sx),sx); per_pixel_3=sy=sx; per_pixel_4=zoom=zoom-.07*acos(y*2-1)*sin(time*1.2*q1)*zoom; |
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#5 |
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Major Dude
Join Date: Sep 2001
Location: Southern California
Posts: 857
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Wonderful
Once Again Deadly is very good. SM
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