So we're expected to search for a thread relevant to our problem, but if it's three years old we can't reply to it. Weird.
Superscope...any help out there?
55 posts
Newbie here....
I've been making some avs' with the presets and eventually found it well, boring, so I want to learn how to make Superscopes...
All I need to know is a few basic formulas to get me started. Could someone post some Superscope "codes" for:
Circle, Triangle, Square, Star, Sphere, Cube, Prism???
I can understand the x,y,i,v just not quite the sin(cos(tan( to it.
I've been making some avs' with the presets and eventually found it well, boring, so I want to learn how to make Superscopes...
All I need to know is a few basic formulas to get me started. Could someone post some Superscope "codes" for:
Circle, Triangle, Square, Star, Sphere, Cube, Prism???
I can understand the x,y,i,v just not quite the sin(cos(tan( to it.
So we're expected to search for a thread relevant to our problem, but if it's three years old we can't reply to it. Weird.Err no. You're supposed to look for old discussions about your question. If you find an answer, that's it. If you don't, start a new topic with your specific issue.
Oh and Timzone8: Read. The. FAQ. It's right in front of your nose.
Where's the FAQ on superscopes? (this is it isn't it?) 😛
There isn't one, but there are several threads which discuss superscope maths which are linked to in the AVS FAQ at the top of the main AVS forum.
now, i may be mistaken, but instead of going through all that to make a line from the center to the upper-left, could you just put:
init:
n=50;x=0;y=0
point:
x=x+i
y=y-i
I havent tried it, but judging from what i know, that should work.
init:
n=50;x=0;y=0
point:
x=x+i
y=y-i
I havent tried it, but judging from what i know, that should work.
Originally posted by martyexodusNo, it doesn't work like this. It works like this:
I havent tried it, but judging from what i know, that should work.
at least if you reviwe dead for a year ago, please do it with thinking before it. Why the fuck didn't you just try the code before posting? Be ready for some serious flaming dude.
"init"
n=10
"per pixel"
x=-i;
y=-i;
umm someone wanna deploy a ACTUAL SSC HELP GUIDE?! (ffs not hard enough?)
Superscope tutorial goes hereumm how's this supposed to help?! 🙁 ?
But for now, here is the old text:
You can specify expressions that run on Init, Frame, and on Beat.
'n' specifies the number of points to render (set this in Init, Beat, or Frame).
For the 'Per Point' expression (which happens 'n' times per frame), use:
'x' and 'y' are the coordinates to draw to (-1..1)
'i' is the position of the scope (0..1)
'v' is the value at that point (-1..1).
'b' is 1 if beat, 0 if not.
'red', 'green' and 'blue' are all (0..1) and can be modified
'linesize' can be set from 1.0 to 255.0
'skip' can be set to >0 to skip drawing the current item
'drawmode' can be set to > 0 for lines, <= 0 for points
'w' and 'h' are the width and height of the screen, in pixels.
Anybody want to send me better text to put here? Please 🙂
actually, if you do know some english and posess some logic, you may fully understand that quoted help. and besides, somehow all avs artists before today and some even today understand it. because it is simple! you just have to think!
hboy pwnd joo
I learned superscopes all by myself back when I was in 6th grade. I had no fourms, no online help, it was just me and the code, and I conquered it. Do it yourself.
bunny

I learned superscopes all by myself back when I was in 6th grade. I had no fourms, no online help, it was just me and the code, and I conquered it. Do it yourself.
bunny

thats a cute bunny i must say ^.^
This thread just dont wanna die
so let's keep it as it is now and come back in a year from now...
good bye everyone and see you next january
good bye everyone and see you next january
some question to the superscope stuff, im new to the plugins and visualisation stuff but interested in something like an oscilloscope.
i just recently came around this youtube video of a "song" (flac compressed audio data) that was published on the assembly 2007 to make an oscilloscope display fancy animations and "intro"-like stuff...
the flac song file can be found here:
since winamp can play flac stuff and can visualize stuff, i was trying to draw the x and y axis with the values of the song or something like that.
any hints into this?
thanks for any replies.
i just recently came around this youtube video of a "song" (flac compressed audio data) that was published on the assembly 2007 to make an oscilloscope display fancy animations and "intro"-like stuff...
the flac song file can be found here:
since winamp can play flac stuff and can visualize stuff, i was trying to draw the x and y axis with the values of the song or something like that.
any hints into this?
thanks for any replies.
are my posted links supposed to appear properly, or are links forbidden in this forum?
🙁
🙁
links by jubior members aren't visible but can be seen by clicking on quote.
and
i think i understand what you want, which is very simple indeed.
- you have opened the avs editor
- preset>new
- in [main] check "clear every frame"
- +>render>superscope
- select the scope delete everything in it.
- put this in the point box:
it's actually kind of funny, i've never seen stuff like that on avs 🙂 only problem is, it doesn't look quite as good as the thing on youtube, because avs' oscillograph resolution isn't so good.
gc
and
i think i understand what you want, which is very simple indeed.
- you have opened the avs editor
- preset>new
- in [main] check "clear every frame"
- +>render>superscope
- select the scope delete everything in it.
- put this in the point box:
- and in the init box:x=getosc(i,0,2);
y=-getosc(i,0,1);
- there you go, now play the file...n = 1000
it's actually kind of funny, i've never seen stuff like that on avs 🙂 only problem is, it doesn't look quite as good as the thing on youtube, because avs' oscillograph resolution isn't so good.
gc
thats cool, thanks for the quick reply mate and help with the task 🙂
cheers.
cheers.
Lets make it a bit more oscilloscope like then...
hehe sweetness. thanks for the update on the effects 🙂
Revived for the fourth time, its like night of the living thread.
sorry
sorry
well that pun wasn't too bad 😁
Here's so basic shapes that are easy to make:
Oscope line:
x=i*2-1;
y=v
Rotating oscope line:
t=//angle in radians;
x=sin(t+v)*i;
y=cos(t+v)*i;
Oscope circle:
i=i*2*$pi;
x=sin(i)*acos(v)/3;
y=cos(i)*acos(v)/3;
Instead of using v, you could do something like this:
vNew=getosc(i,0,0)
Crazy? (saw this off of FramesOfReality's black hole):
x=getosc(i/2,0,0);
y=getosc(i/2+.5,0,0)
Hope that helps. Sorry it's so uber basic ^_^
Oscope line:
x=i*2-1;
y=v
Rotating oscope line:
t=//angle in radians;
x=sin(t+v)*i;
y=cos(t+v)*i;
Oscope circle:
i=i*2*$pi;
x=sin(i)*acos(v)/3;
y=cos(i)*acos(v)/3;
Instead of using v, you could do something like this:
vNew=getosc(i,0,0)
Crazy? (saw this off of FramesOfReality's black hole):
x=getosc(i/2,0,0);
y=getosc(i/2+.5,0,0)
Hope that helps. Sorry it's so uber basic ^_^
Let this die! FFS!
Also see PAK's excellent AVS guide for help with SSC. Also the help.
As usual, you can all do it with no reference... because we did!
Also see PAK's excellent AVS guide for help with SSC. Also the help.
As usual, you can all do it with no reference... because we did!
Superscoope tuturial
📻 Here's a tuturial of making superscoope:
First modify init (dots drawn to form a line)
Second modify frame (movement) also init
Third modify beat (changes in movement on beat)
Final use pixel (shape or scoope)
Examples:
Tilting Ring
init: n=180+br; br=t;
frame:t=t+dr;u=u+dd;
beat: dr=rand(100)/1000-0.05;
dd=rand(100)/1000-0.05-sin(dr)*0.23;
pixel: x=sin(i*8+t);y=cos(i*8+t);red=sin(i*2+t);blue=cos(i*2-t);green=tan(i*2-t);
3D Half-Simple
init: n=1000;
frame: t=t+dr-dd;
beat: dr=rand(100)/1000-0.05;
dd=getosc(1,0,dr)*0.15;
pixel:x=sin(r)*d;
y=cos(r)*d-0/05+v*.7;
r=t;
d=i*9;
Slight 3D Pie with off-line curved end (2 superscoopes) very long expression and Global Register
-1st Superscoope for Global Register
init:
//Camera global;
reg1=z;
//Lymph Code;
z=znyz;znyz=znnz;znnz=xyz;xyz=xnyz;xnyz=rnz;rnz=rnnz;rnnz=1
frame:
reg1=cos(t);
reg2=sin(nx);
reg3=sin(v);
nx=sin(reg4);
reg4=sin(t)+nxa;
t=t+0.01;
reg20=reg1+reg2+reg3+reg4;
nxa=sin(dr)*.15;
reg=nxa+sin(z*.05);
red=sin(reg+reg20);
blue=cos(reg*reg20);
green=tan(reg-reg20);
beat: dr=sin(dr2);
dr2=getosc(dr,2,1);
pixel: (blank code for pixel this superscoope are just for global register)
-2nd Superscoope
Init: n=800;
//:Pie Chart
Frame:
//Reg Controlling
t=reg20;
focus=reg20;
dynamic=reg20;
intersecting=reg;
dynx=sin(reg+deg)*.15;
anx=cos(reg+dig)*.15;
//Facial Expressions;
hey=cos(bea)*.15;
bee=sin(bea)*.15;
Beat: deg=getspec(1,2,cos(dr));
dr=rand(100)/1000-0.05;
dig=getosc(deg,bea,dr);
bea=sigmoid((1,2),1);
Pixel (longest code):
//Point Expression
x=sin(com+.05);
y=cos(com+1);
//Combination
com=(lymph+measure+far+source+allxy+bla);
//Lymph Data
lymph=z+i;
z=znyz;znyz=znnz;znnz=xyz;
xyz=xnyz;xnyz=rnz;rnz=rnnz;
rnnz=sin(1);
//Length and Width
area=(l*w);
perimeter=((l*2)+(w*2));
l=9;w=6;
measure=(t+area+perimeter);
//Fairies
far=sin(vid+tin+fw)+cos(ro+sil+ir);
vid=sin(focus-i);tin=cos(anx+hey);fw=sin(intersecting);
ro=cos(i*dynx*bee);sil=sin(i*ir);ir=cos(focus+t*i);
//Audio Code and Video Code
souce=sin(audio)+cos(video);
audio=sin(dry+y+ro);video=cos(drx+x+ro);
drx=i+dry;dry=i+drx;
//Optical Measures
x1=i*sin(x2+i);x2=i*cos(x3+i);x3=i*sin(x4+i);x4=i*cos(x1+i);
//Squaric and Unsquaric Plans
y1=i*cos(y2+i);y2=i*sin(y3+i);y3=i*cos(y4+i);y4=i*sin(y1+i);
allxy=sin(x1+cos(y1));
//Brad's Exprssions
bla=sin(beg);
beg=a;
a=u;u=au;au=ua;ua=auu;auu=uaa;uaa=uuaa;uuaa=aauu;aauu=t;
//Color Plan
gi=getosc(g1,g2,g3);
g1=sin(dynamic);g2=cos(dynamic);g3=tan(dynamic+sin(dynamic));
ro1=sin(i*gi);sil1=cos(i*gi*gi);
ti1=tan(i*gi+i*gi);
//Color Data
red=sin(reg+reg20*ro1*i*t*i*t-i+i/i-t);
blue=cos(reg*reg20*sil1+ro1*i*t-i+i/i);
green=tan(reg-reg20*tin1*i*t-i+i/i+t):
Click this url or see that thumbnail for image of 3rd example of my AVS
Click this link or see a hyperlink below to download this preset:
📻 Here's a tuturial of making superscoope:
First modify init (dots drawn to form a line)
Second modify frame (movement) also init
Third modify beat (changes in movement on beat)
Final use pixel (shape or scoope)
Examples:
Tilting Ring
init: n=180+br; br=t;
frame:t=t+dr;u=u+dd;
beat: dr=rand(100)/1000-0.05;
dd=rand(100)/1000-0.05-sin(dr)*0.23;
pixel: x=sin(i*8+t);y=cos(i*8+t);red=sin(i*2+t);blue=cos(i*2-t);green=tan(i*2-t);
3D Half-Simple
init: n=1000;
frame: t=t+dr-dd;
beat: dr=rand(100)/1000-0.05;
dd=getosc(1,0,dr)*0.15;
pixel:x=sin(r)*d;
y=cos(r)*d-0/05+v*.7;
r=t;
d=i*9;
Slight 3D Pie with off-line curved end (2 superscoopes) very long expression and Global Register
-1st Superscoope for Global Register
init:
//Camera global;
reg1=z;
//Lymph Code;
z=znyz;znyz=znnz;znnz=xyz;xyz=xnyz;xnyz=rnz;rnz=rnnz;rnnz=1
frame:
reg1=cos(t);
reg2=sin(nx);
reg3=sin(v);
nx=sin(reg4);
reg4=sin(t)+nxa;
t=t+0.01;
reg20=reg1+reg2+reg3+reg4;
nxa=sin(dr)*.15;
reg=nxa+sin(z*.05);
red=sin(reg+reg20);
blue=cos(reg*reg20);
green=tan(reg-reg20);
beat: dr=sin(dr2);
dr2=getosc(dr,2,1);
pixel: (blank code for pixel this superscoope are just for global register)
-2nd Superscoope
Init: n=800;
//:Pie Chart
Frame:
//Reg Controlling
t=reg20;
focus=reg20;
dynamic=reg20;
intersecting=reg;
dynx=sin(reg+deg)*.15;
anx=cos(reg+dig)*.15;
//Facial Expressions;
hey=cos(bea)*.15;
bee=sin(bea)*.15;
Beat: deg=getspec(1,2,cos(dr));
dr=rand(100)/1000-0.05;
dig=getosc(deg,bea,dr);
bea=sigmoid((1,2),1);
Pixel (longest code):
//Point Expression
x=sin(com+.05);
y=cos(com+1);
//Combination
com=(lymph+measure+far+source+allxy+bla);
//Lymph Data
lymph=z+i;
z=znyz;znyz=znnz;znnz=xyz;
xyz=xnyz;xnyz=rnz;rnz=rnnz;
rnnz=sin(1);
//Length and Width
area=(l*w);
perimeter=((l*2)+(w*2));
l=9;w=6;
measure=(t+area+perimeter);
//Fairies
far=sin(vid+tin+fw)+cos(ro+sil+ir);
vid=sin(focus-i);tin=cos(anx+hey);fw=sin(intersecting);
ro=cos(i*dynx*bee);sil=sin(i*ir);ir=cos(focus+t*i);
//Audio Code and Video Code
souce=sin(audio)+cos(video);
audio=sin(dry+y+ro);video=cos(drx+x+ro);
drx=i+dry;dry=i+drx;
//Optical Measures
x1=i*sin(x2+i);x2=i*cos(x3+i);x3=i*sin(x4+i);x4=i*cos(x1+i);
//Squaric and Unsquaric Plans
y1=i*cos(y2+i);y2=i*sin(y3+i);y3=i*cos(y4+i);y4=i*sin(y1+i);
allxy=sin(x1+cos(y1));
//Brad's Exprssions
bla=sin(beg);
beg=a;
a=u;u=au;au=ua;ua=auu;auu=uaa;uaa=uuaa;uuaa=aauu;aauu=t;
//Color Plan
gi=getosc(g1,g2,g3);
g1=sin(dynamic);g2=cos(dynamic);g3=tan(dynamic+sin(dynamic));
ro1=sin(i*gi);sil1=cos(i*gi*gi);
ti1=tan(i*gi+i*gi);
//Color Data
red=sin(reg+reg20*ro1*i*t*i*t-i+i/i-t);
blue=cos(reg*reg20*sil1+ro1*i*t-i+i/i);
green=tan(reg-reg20*tin1*i*t-i+i/i+t):
Click this url or see that thumbnail for image of 3rd example of my AVS
Click this link or see a hyperlink below to download this preset:
Superscoope tuturial
📻 Here's a tuturial of making superscoope:
First modify init (dots drawn to form a line)
Second modify frame (movement) also init
Third modify beat (changes in movement on beat)
Final use pixel (shape or scoope)
Examples:
Tilting Ring
init: n=180+br; br=t;
frame:t=t+dr;u=u+dd;
beat: dr=rand(100)/1000-0.05;
dd=rand(100)/1000-0.05-sin(dr)*0.23;
pixel: x=sin(i*8+t);y=cos(i*8+t);red=sin(i*2+t);blue=cos(i*2-t);green=tan(i*2-t);
3D Half-Simple
init: n=1000;
frame: t=t+dr-dd;
beat: dr=rand(100)/1000-0.05;
dd=getosc(1,0,dr)*0.15;
pixel:x=sin(r)*d;
y=cos(r)*d-0/05+v*.7;
r=t;
d=i*9;
Slight 3D Pie with off-line curved end (2 superscoopes) very long expression and Global Register
-1st Superscoope for Global Register
init:
//Camera global;
reg1=z;
//Lymph Code;
z=znyz;znyz=znnz;znnz=xyz;xyz=xnyz;xnyz=rnz;rnz=rnnz;rnnz=1
frame:
reg1=cos(t);
reg2=sin(nx);
reg3=sin(v);
nx=sin(reg4);
reg4=sin(t)+nxa;
t=t+0.01;
reg20=reg1+reg2+reg3+reg4;
nxa=sin(dr)*.15;
reg=nxa+sin(z*.05);
red=sin(reg+reg20);
blue=cos(reg*reg20);
green=tan(reg-reg20);
beat: dr=sin(dr2);
dr2=getosc(dr,2,1);
pixel: (blank code for pixel this superscoope are just for global register)
-2nd Superscoope
Init: n=800;
//:Pie Chart
Frame:
//Reg Controlling
t=reg20;
focus=reg20;
dynamic=reg20;
intersecting=reg;
dynx=sin(reg+deg)*.15;
anx=cos(reg+dig)*.15;
//Facial Expressions;
hey=cos(bea)*.15;
bee=sin(bea)*.15;
Beat: deg=getspec(1,2,cos(dr));
dr=rand(100)/1000-0.05;
dig=getosc(deg,bea,dr);
bea=sigmoid((1,2),1);
Pixel (longest code):
//Point Expression
x=sin(com+.05);
y=cos(com+1);
//Combination
com=(lymph+measure+far+source+allxy+bla);
//Lymph Data
lymph=z+i;
z=znyz;znyz=znnz;znnz=xyz;
xyz=xnyz;xnyz=rnz;rnz=rnnz;
rnnz=sin(1);
//Length and Width
area=(l*w);
perimeter=
📻 Here's a tuturial of making superscoope:
First modify init (dots drawn to form a line)
Second modify frame (movement) also init
Third modify beat (changes in movement on beat)
Final use pixel (shape or scoope)
Examples:
Tilting Ring
init: n=180+br; br=t;
frame:t=t+dr;u=u+dd;
beat: dr=rand(100)/1000-0.05;
dd=rand(100)/1000-0.05-sin(dr)*0.23;
pixel: x=sin(i*8+t);y=cos(i*8+t);red=sin(i*2+t);blue=cos(i*2-t);green=tan(i*2-t);
3D Half-Simple
init: n=1000;
frame: t=t+dr-dd;
beat: dr=rand(100)/1000-0.05;
dd=getosc(1,0,dr)*0.15;
pixel:x=sin(r)*d;
y=cos(r)*d-0/05+v*.7;
r=t;
d=i*9;
Slight 3D Pie with off-line curved end (2 superscoopes) very long expression and Global Register
-1st Superscoope for Global Register
init:
//Camera global;
reg1=z;
//Lymph Code;
z=znyz;znyz=znnz;znnz=xyz;xyz=xnyz;xnyz=rnz;rnz=rnnz;rnnz=1
frame:
reg1=cos(t);
reg2=sin(nx);
reg3=sin(v);
nx=sin(reg4);
reg4=sin(t)+nxa;
t=t+0.01;
reg20=reg1+reg2+reg3+reg4;
nxa=sin(dr)*.15;
reg=nxa+sin(z*.05);
red=sin(reg+reg20);
blue=cos(reg*reg20);
green=tan(reg-reg20);
beat: dr=sin(dr2);
dr2=getosc(dr,2,1);
pixel: (blank code for pixel this superscoope are just for global register)
-2nd Superscoope
Init: n=800;
//:Pie Chart
Frame:
//Reg Controlling
t=reg20;
focus=reg20;
dynamic=reg20;
intersecting=reg;
dynx=sin(reg+deg)*.15;
anx=cos(reg+dig)*.15;
//Facial Expressions;
hey=cos(bea)*.15;
bee=sin(bea)*.15;
Beat: deg=getspec(1,2,cos(dr));
dr=rand(100)/1000-0.05;
dig=getosc(deg,bea,dr);
bea=sigmoid((1,2),1);
Pixel (longest code):
//Point Expression
x=sin(com+.05);
y=cos(com+1);
//Combination
com=(lymph+measure+far+source+allxy+bla);
//Lymph Data
lymph=z+i;
z=znyz;znyz=znnz;znnz=xyz;
xyz=xnyz;xnyz=rnz;rnz=rnnz;
rnnz=sin(1);
//Length and Width
area=(l*w);
perimeter=