Archive: per point SS vars


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?


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.


10th May 2002 13:54 UTC

Dang. :( Well, that makes things a little more difficult.


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.


13th May 2002 05:00 UTC

I'm thinking a 3d starfield.


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.


13th May 2002 08:57 UTC

Yeah, the problem is understanding it. :confused:

Time for some reading and figuring out stuff.


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.


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.


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


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.


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.


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...


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.


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?


15th June 2002 07:38 UTC

Testing sig (and bumping too)
Just testing my sig, and bumping, hoping to get some help. :)


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.


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.