10th May 2002 07:21 UTC
per point SS vars
Does anyone know if it is possible to have a user defined variable with a different value for each point that is saved from one frame to the next?
Archive: per point SS vars
Jaheckelsafar
10th May 2002 07:21 UTC
per point SS vars
Does anyone know if it is possible to have a user defined variable with a different value for each point that is saved from one frame to the next?
EL-VIS2
10th May 2002 09:30 UTC
I do not think so...If you like to store values you have to setup manually a var for every single point which is for high n almost impossible.
If you like to store the current look of the SSC you might use buffers i.e. like this
...+effectlist ignore ignore active on beat 1 frame
......-SSC
......-save buffer
...-restore buffer (or DynamicMovement using buffer)
unfortunately with this setup it is impossible to do smooth fluid changes.
Jaheckelsafar
10th May 2002 13:54 UTC
Dang. :( Well, that makes things a little more difficult.
UnConeD
10th May 2002 16:34 UTC
I'm not sure what you want to accomplish, but I managed to 'store' particle-positions (Whacko AVS II: The Source) by using a seedable random number generator. Because I reset the seed every frame, it always generates the same numbers. Of course, you don't have much control over it, but it's a start.
Jaheckelsafar
13th May 2002 05:00 UTC
I'm thinking a 3d starfield.
EL-VIS2
13th May 2002 08:08 UTC
Ok, I think Whackos THE SOURCE will be the right thing for you then because for a starfield you'll need no music values only more or less randomly set points.
Jaheckelsafar
13th May 2002 08:57 UTC
Yeah, the problem is understanding it. :confused:
Time for some reading and figuring out stuff.
Jaheckelsafar
16th May 2002 17:50 UTC
Here's what I have so far. I still have to toss in a movement before the rotation, but am running into a snag with looping the stars. :(
Here's a work in progress.
EL-VIS2
17th May 2002 10:00 UTC
work in progress
Very nice so far. Only thing is that these single pixel stars look a little small.
I messed with the setup to make 'em look bigger and attached the file. Instead of multiple fastbrightnesses you perhaps better use unconeds multiplier ape out of whackoIV.
Jaheckelsafar
18th May 2002 15:58 UTC
Hmm... I like the single pixel stars myself.
Anyway, got the looping down, now I'm trying to rig the movement to follow the rotation (so that you'll always be flying forwards, nomatter how you're facing)
It looks much better with the movement IMHO. :D
UnConeD
18th May 2002 17:30 UTC
I think if you rotate a unit vector (0,0,1) along with your stars, and move the camera in that direction, it should work.
Jaheckelsafar
19th May 2002 01:14 UTC
That's what I figured, but it didn't work at first try. Seeing as it was 5 a.m. I probably had a typo in there somewhere.
EL-VIS2
19th May 2002 11:23 UTC
starfield 3
Wow, love this additional movement. I wonder if it is possible to do some bulks of stars or galaxys...
Jaheckelsafar
21st May 2002 05:27 UTC
Don't see why not, just generate random nuber weighted toward the middle of the spectrum (don't ask me how to do that though :igor: ).
The major problem would be speed.
Jaheckelsafar
5th June 2002 06:56 UTC
Little movement help?
I almost have it. Actually, I think it looks pretty good the way it is but something is bugging me. I can't for the life of me figureout why the camera sometimes gets turned around. Could someone point me in the right direction?
Jaheckelsafar
15th June 2002 07:38 UTC
Testing sig (and bumping too)
Just testing my sig, and bumping, hoping to get some help. :)
djcoolman
21st June 2002 08:25 UTC
i tried 2 make the stars go forward.
but its coming back.
i want 2 stop it.
and than it will look like U traveling in space.
Jaheckelsafar
21st June 2002 18:56 UTC
Yeah, that's because of the rotation of the movement vector (mx,my,mz). That out that rotation in the perframe section and just set them init if you don't want it to change direction.
This one's kinda been moved to the back burner for me. Working on making a sphere with a DM right now.
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