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Grid size in dyn move?

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  • Grid size in dyn move?

    What exactly does the grid size mean in the dynamic movement trans. My guess is it changes the range of x and y, i.e. if grid size = 16x16
    the range of x is -8 to 8 and the same for y. Am I correct?

    If I am correct I'm still confused because changing these values seems to have no effect on my scopes.

    Also what does the rectangular co-ordinates mean?

    Cheers
    Dutchie

  • #2
    Rectangular coords use X and Y instead of R and D.
    If you turn on rectangular coords, the window is divided into a certain number of sections, so as to keep the preset running fast. The grid size defines how many sections there are. For a more accurate movement, put higher numbers in, but that slows it down. For a less accurate, but faster movement, put lower numbers in.

    It can also be useful for certain effects to have a low grid resolution.

    Lucid Dream | Orange

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    • #3
      Grid size

      Grid size is always used, regardless of polar or rectangular coordinates.

      The idea behind it is that the dynamic movement is a very heavy effect. Recalculating every pixel-coordinate each frame would be impossible, so that's why the screen is divided into a grid. AVS calculates a position for each intersection on the grid, and uses interpolation (averaging from one value to the other) to achieve a smooth effect.
      Usually a pretty low grid size will suffice, but sometimes you'll want to set it higher. Make sure that you don't make it unnecessarily big, because bigger grid = slower preset. You should also remember that the horizontal gridsize and vertical gridsize don't need to match. Gridsizes of 2x20 or 40x3 are acceptable.

      As for rectangular coordinates, it means to use x,y (cartesian) coordinates instead of d,r (polar). In polar coordinates, a point is defined by its distance to the center "d", and the angle between the vertical line and the line connecting the point to the center (note that AVS puts 0 rotation vertically instead of horizontally, as is normally done). Polar coordinate-movements tend to produce more circular movements, instead of horizontal/vertical movements.

      Rectangular coordinates is the way to go when you want to do advanced effects though.

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      • #4
        Thanks for the help.

        I think I've got the hang of it now. I still don't notice any change when changing the grid size, how do I check the FPS. I did try using d and r with rect co-ords, it seemed to cause the scope to rotate and a swirl. No great surprise when using

        r=r+sin(-e)*2;
        d=d-cos(-e)*2

        I've attached my work in progress.

        Cheers
        Dutchie
        Attached Files

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        • #5
          FPS is shown in the lower left corner of AVS editor window.

          flatmatt.com v5.0 | Echoes | Meddling Kids v1.52
          Space Invaders v1.1 | Danielle Fishel v1.11

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          • #6
            Anyone in the mood for giving a little more detailed description on making DM's?
            .:HyperNation @ winamp:. .:DeviantArt:.
            Thermal is now available for download at DeviantArt.

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            • #7
              Search the forums and please don't revive old threads unless they are collecting threads (i.e. a list of something).

              Look at the faq for some links.

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              • #8
                ok, I am thinking about this for a lot of time, but I just can't figur it out.
                I a lot of AVS, i notice variables like this:
                xts,yts,dts,xm,xo.
                i noticed this variables in a lot of AVS, and I am also wondering if i change xts to rds does it change the meaning of variable, and what do they realy mean

                [offtopic] I hope i haven't done something wrong with asking this[/offtopic]

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                • #9
                  Those are variables made by the user, AVS doesn't use them unless you assign one of them to one of the ones used by AVS(x,y,d,linesize, that stuff).

                  If you change their names you are likely to mess the preset up because it will probably depend on it later in the preset.

                  For example:


                  Per Frame:
                  t=t-tx;
                  t2=t2-t2x;
                  t3=t3-t3x;
                  Per Beat:
                  t3x=sin(rand(123))*0.1;
                  t2x=sin(rand(123))*0.1;
                  tx=sin(rand(123))*0.1


                  In this code(taken from one of my superscopes) if you were to change the variable called "t" to a variable called "fartbrain", it wouldn't work because later in the code the variable name is still called "t", but because that isn't the right variable, it won't work right.
                  Darn, I can't think of anything to put here.

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                  • #10
                    there are commonly used vars though. If t is used it usually stands for >t<imer and m for >m<ovement. In your example xm will probably stand for movement(shift) along the x axis.
                    Jesus loves you [yes, you] so much, he even died for you so that you will not need to die, but live forever

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                    • #11
                      Don't revive ancient threads with unrelated things. Post a new one.

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                      • #12
                        Yeah stop it *clunk*
                        "Rules are for the guidance of wisemen and the obedience of fools"

                        Visuals - Morphyre www.Morphyre.com

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