2nd March 2003 01:39 UTC
My Presets
I have posted my first preset pack. Feel free to post critism about the pack.:winamp: ;)
Archive: My Presets
hungryskull
2nd March 2003 01:39 UTC
My Presets
I have posted my first preset pack. Feel free to post critism about the pack.:winamp: ;)
Raz
2nd March 2003 03:04 UTC
ok first off, these have been done waaaaaaay too many times, they're basically the newpicks with a little added on the end. Try and come up with some original ideas and themes. These arent bad presets but theres too many of them around.
If you really want to keep them then make the scopes move around more freely, add z movement and move them around more, make them change shape and when theres all three of the same scope in 3 different presets, make it one preset with all 3 scopes instead. make them less random v type movements on the lines as well and try and make some DM's. These are all also too grainy, work on making them smoother and less very fast random and jerky movements.
These are good noob presets keep it up these are just some tips for improvement, i wouldnt advise releasing these but work on them to gain some more knowledge of avs then develop some original ideas and then release. ;)
anubis2003
2nd March 2003 06:13 UTC
I'm sorry in advance if this review is too harsh, but these presets are really bothering me. Don't take anything to harshly. Just try to use this as constructive criticism.
Swirly Thing - Definitely seen this one before. Except the others don't have the weird looking edges at the end of the SSC. Use some slow morphing with the rotation and add another dimension to it(I'm not meaning make it 3-D, but do something that will make it stand out in a good way).
3D-Coil - Wow, this is very repetitive. If you want to do something that has been done before you have to do it differently with something extra that will make it even better than theirs. This is very very simple.
3D-Fairly Simple - Speaking of simple, this is just as repetitive and even simpler. The SSC's look bad and do not have any dynamics whatsoever. You even used the color cycler. The point of AVS is to make something that reacts to the music. This doesn't.
3D-Stars and Spirals - Very similar comments to the previous two, but this one has the added eyesore of a very grainly, multi-colored starfield. Work on being able to have this stuff change with the music.
Color Energy - Yay. Another epilepsy preset. I should make a compilation pack with these things. It is apparent that you don't know much about how AVS works after looking at this. You used a DM that was completely static. Use a movement instead. Plus the flashing is really bothering me. At least it hid those moving particles.
Blurry Spinning Music Thing - Very repetitive. My comments stay the same for this as for the previous ones.
Overall:1.5. Work on your dynamics and you could make some decent presets, but these are all merely visuals. I could be watching them without music and get the same effect as with music.
Phaze1987
2nd March 2003 21:32 UTC
I agree with anubis.Sorry to say this but they are very very default like presets.Take the AVS primer...Maybe it will help you understand 3d and dynamic movements :)
hungryskull
3rd March 2003 01:39 UTC
Actually the DM in color energy was a bit of an accident. What would be a good way to make the presets more music responsive.
And are there ways of making 3d DM's without raytracing.
anubis2003
3rd March 2003 02:12 UTC
Raytracing is extremely complex. DM's aren't necessarily. Just use the math that you've learned in school and try to learn more online or in books, etc.
To make AVS music-responsive there are several things you can do. One is to use getosc/getspec to make the SSC or DM react to different parts of the sound spectrum. This is difficult. The easy way is to make it beat responsive. The easiest way to do this is to use the SSC and DM on beat editboxes. Here, you can change the speed, position, time, whatever so that on beat there will be a change. Here's an example
INIT : n=2; x1=0;y1=0;x2=.5;y2=.5;q=0;
BEAT : nx1=rand(200)/100-1;ny1=rand(200)/100-1;nx2=rand(200)/100-1;ny2=rand(200)/100-1;
FRAME : x1=.9*x1+.1*nx1;y2=.9*y2+.1*ny2;x2=.9*x2+.1*nx2;y2=.9*y2+.1*nx2;
PIXEL : q=bnot(q);x=x1*q+x2*bnot(q);y=y1*q+y2*bnot(q);
Here's a quick breakdown: The beat code makes two random points at (nx1,ny1) and (nx2,ny2). The frame code then slowly morphs the old points, (x1,y1) and (x2,y2), to the new points. The pixel code then plots the two points.
If you have any further questions search the forums, check out Atero's primer, and then you can Private Message me if you still have questions.
hungryskull
4th March 2003 00:38 UTC
Here is a new preset that I tried to make more music responsive. It uses Getspec() a lot. Even the color is music responsive. I have read the AVS primer but I'm not sure how to draw a cube or pyramid using a superscope.
dirkdeftly
4th March 2003 02:48 UTC
well, it LOOKS like you know what you're doing, you're just not doing it very well. it is, despite popular belief, a good start. i'd rather n00bs started off fiddling with SSCs and DMs rather than a) using moving particles and standard movements and so forth or b) whining to the forums that the "math involved" with SSCs and DMs is too hard :)
however, as everyone said...these really are simple. check out my avs primer :down: which WILL...WILL be updated soon. I've stalled out on it because of school etc. unfortunately, however I'm trying to get working on it again...it will be much more accurate and complete than the first.
anubis2003
4th March 2003 03:16 UTC
Much better job. Don't use straight up getspec's though. Makes it a bit too chaotic. To make a cube you just use x1,y1,z1 and create a counter variable in per point and set each point to plus or minus 1 depending on the counter variable. Then you have to use the rotation equations,etc. You can find these in Atero's primer(better description pending) or by searching the forums.
Warrior of the Light
4th March 2003 21:19 UTC
Atero: for your next primer, please also mind explaining the exact idea behind X1,X2,M1... After 3 years, I still don't understand shit about it...
anubis2003
4th March 2003 21:24 UTC
He is going to - he will completely explain the 3D principles(according to what he has said already about the primer). What is M1??
Warrior of the Light
4th March 2003 21:43 UTC
TyPiNg ErRoR - I meant Y1...
hungryskull
4th March 2003 22:38 UTC
Could I use the variable i as the per point counter for a cube and should it alternate between -1 and 1 depending on if the number is even or odd. By the way
;-c ,rattaplan I think y1,y2 & x1,x2 are simply custom variables used to take the place of x and y,because if you used the real x and y 3D-2D translation wouldn't work. Just treat x1,y1 as if they were x and y.
anubis2003
4th March 2003 22:46 UTC
He's referring to the math behind the rotations - how those variables work to rotate it.
Use fr or something as a counter.
Then use something like:
x1=if(equal(fr,1),-1,x);
x1=if(equal(fr,2),1,x);
etc.
Jaheckelsafar
5th March 2003 05:49 UTC
I wouldn't use i asa counter because it's a float. Better to use an integer variable and increment it with each point.
Phaze1987
5th March 2003 08:46 UTC
Hungryskull do a little search on cube...As far as i can remember about 10 days ago there was a thread here which had a lot of cube presets.Most of them used the counter.Hope i could help.Oh and another way to do a cube is with syncronised superscopes but its a bit harder...
Warrior of the Light
5th March 2003 11:32 UTC
Thanks for all the kind support, but that wasn't really what I meant... :blah:
I know how to code, but everybody seems to use X1, X2, X3 with a certain content. I wanted to know what IN GENERAL goes in X1, what in X2 and so on, the main idea of it. :hang: Of course I know they're just variables... :hang:
Sorry for not being clear in the earlier question...
anubis2003
5th March 2003 12:38 UTC
x1,y1, and z1 are conventionally used as your 3D coordinates. x2,y2,z2,x3,y3,and z3 are used in the process of rotating those coordinates around the central axis and the values in them shouldn't be messed with unless you really know what you are doing. After rotation, the 3D-2D projection gives you the final x and y values.
Warrior of the Light
7th March 2003 21:50 UTC
So they're no more than standard filler lines? That easens it a LOT! I used to think that for 3D coding you needed at least an A+++ for maths...
anubis2003
8th March 2003 00:01 UTC
You need to know some math, but not much for simple SSC's. Yeah, unless you really like to know what's going on, or you are trying to know how to do more complicated things, you don't need to know x2, y2, z2, x3, y3, z3, x, or y. You do need to know x1, y1, and z1, because they are the actual variables that use the 3D equations. You may have to modify the camera distance as well. This will normally be at the end where it says something like z3=1/(z3+c), where c is the camera distance(something like 3 or so).
Raz
8th March 2003 02:21 UTC
i dont use x2,3 etc etc i just condense it all into the x1, y1, z1, x and y in my scopes with 3d rotation. eg for a sphere scope in the "per point" section:
rtx=i*tpi*20;
dtx=cos(i*pi+pi/2);
x1=sin(rtx)*(dtx));
y1=cos(rtx)*(dtx));
z1=cos(i*pi)+(sin(zzz));
x=(x1*zzz+y1*zaz)*yyy+z1*yay;
y=(x1*zaz-y1*zzz)*xax+((x1*zzz+y1*zaz)*yay-z1*yyy)*xxx;
with all the rotation getoscs or getspecs whatever i feel like using i find that the easiest way to read it and modify it. That shifts it around quite nicely i think. I just dont like setting variables for things that are only used once, i dont see the point. The x1, y1 and z1 sets the actual shape of the object, in this case a sphere, obviously pi and tpi are pi and pi*2. then inside the brackets in x and y are the conventional x2's, etc etc. A lot of them are not necessary for decent rotation, only a few are needed and it rotates around nicely IMO. ive probably got some fatal error but meh, works for me.
Raz
8th March 2003 02:42 UTC
edit: ahh bollocks i hate multiple windows and reply windows
hungryskull
10th March 2003 19:36 UTC
Has anyone ever done a Roto Blitter effect using a DM would it be faster?
anubis2003
10th March 2003 20:48 UTC
Yes. The effect is not that difficult and can be vastly improved upon with a DM. Doubt that it's faster though.
shreyas_potnis
11th March 2003 06:40 UTC
a rotoblitter effect using a dm:
grid size: whatever you like,except if the dm isnt complex, then you can use 4X4 or a smaller one.
polar coordinates on.
blend: on off, your choice, you can set alpha value to get some cool effects...
init: dir=1;
frame: ti=ti*.9;t=(t+dir*ti)/(1+ti);
beat: dir=(rand(200)-100)/100;ti=.5;
pixel: r=r+t;
hungryskull
11th March 2003 23:11 UTC
I tried it's not very great but it works a bit.
anubis2003
12th March 2003 03:08 UTC
To make it slightly better use this:
beat:dq=bnot(dq);
frame:q=.9*q+.1*dq;
You want it to be better then try figuring something better out
hungryskull
16th March 2003 01:39 UTC
Is there a way to do complex 3D Dynamic Movements like rotating around in a tunnel without raytracing. Anubis2003 you were right raytracing is extremely complex. I tried but it didn't work well and I don't want to take the time to fix it.
Dpoke
28th March 2003 21:11 UTC
Some Nice Presets
I decide to post some presets my friend wrote.
To my mind its are nice.
Hope you like it.
Please comment and critique it.
I will be glad to receive your response :).
anubis2003
28th March 2003 21:47 UTC
Please create a new thread for your presets. I don't want to take this thread away from it's current topic with a review of the presets. Make a new thread and I will be glad to post my comments.
hungryskull
29th March 2003 02:06 UTC
Dpoke please try not to bring completly dead threads back. This thread was 13 Days Old.
Dpoke
29th March 2003 15:49 UTC
Ok. Thanks for your advices :).
Sorry, But I can't delete my previous message :).
/"Time limit expired"/.
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