by Caitlin
Cosimo Galluzzi
h
Show & Tell
hello vonnie
noise dept.
𓃗
No title available
2025 on Tumblr: Trends That Defined the Year
The Stonewall Inn
$LAYYYTER
tumblr dot com

PR's Tumblrdome
Interview Vampire Daily

if i look back, i am lost
I'd rather be in outer space 🛸
★
art blog(derogatory)

shark vs the universe

blake kathryn

Love Begins
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@alun-ura
by Caitlin
voracity .
Choose a companion.
“Do not unsheath me without reason. Do not wield me without valor.”
inscription on the sword of a Giovanni della Bande Nere statue on the facade of the Uffizi Gallery, Florence, Italy.
~ My eyes fail from weeping, I am in torment within; my heart is poured out on the ground… 🗡️
i miss plogons.........................
my dumbass paused my queue and didnt realize. ouUGH
you poor thing. (derogatory)
How-to: Orbit Camera
Today we'll escape the boundaries of the game and use a mix of recording and editing tools to create a neat orbiting camera video!
For this recipe, you'll need:
1 x PC (these instructions were tested on Windows 10)
1 x FFXIV Client
1 x screen recording tool (Geforce Experience, Radeon Adrenaline, etc.)
1 x Avidemux (https://avidemux.sourceforge.net/)
GShade to taste
1 - Setup
Let's open the Character Configuration under Settings. in the General tab, locate the Camera Speed (Keyboard) slider, and set it to zero. This will give us that smooth, slow camera movement.
At this point, you need the screen recording tool ready. I have GeForce Experience, so I'm using the Instant Replay function to save the last 5 minutes of gameplay; YMMV.
2 - Capture
Let's enter GPose. Position the camera so your character takes most of the screen while leaving some padding around, turn off the UI (Scroll Lock or LB+Back), and move your cursor to a corner.
Start recording, and use the Left/Right arrow keys to orbit the camera around your character. If your character is frozen (Target Motion toggled off) a couple of full circles are enough. At this point, you can stop the recording.
3 - Editing
Launch Avidemux and open the raw video. Now we're going to adjust some values.
First, let's disable the audio. On the top menu, select Audio > Select Track, then uncheck all the Enabled checkboxes. This will mute the video.
Filters are how we'll modify the original video. By default, the Video Output is set to Copy; in order to enable filters, we need to select a custom encoder. Let's pick one that's pretty common and compatible across most services; in my case, I selected NVidia H264.
Now the Filters button should be enabled. Click it; the Video Filter Manager interface should open.
These are the filters I'm using for this video:
Crop (to eliminate the unwanted background, bring attention to the character and set the target 1:1 aspect ratio)
Contrast (to prep it for devices with better luminance range, like phones)
swsResize (to create a smaller video file)
4 - Trimming
Now, the tricky part: In order to create a seamless, cycling orbit movement, the first frame of your video must match nicely with the last.
The way I do this is by browsing the video (Click the slider at the bottom, then use the Left/Right arrow keys) for a frame with a clear feature (say, a light source coming behind the character), clicking Set End Marker (Control + PGDOWN), then Delete Selection (DEL). This will eliminate all frames up to that point.
Now, I locate the exact same frame later in the animation once the character is spun around once, click Set Starter Marker (Control + PGUP), then Delete Selection (DEL). If done correctly, now you have a full cycle!
Finally, the output format: Select MP4 Muxer, again a compatible format that'll work nicely with services like Twitter and Tumblr.
And… that's it, really! Now click Save Video and give the new file a name.
And so, a new orbit camera video is born. Enjoy!
I really wanted to make a starter splash screen for Blink’s character, and what started as a simple project turned out to be so much more. Being able to use the song that I wrote for her years ago on this splash screen is bringing me so much joy. There have been few moments in regards to my creative abilities that have made me as pleased as this one.
GShade guide: External Textures 101
External textures open up an amazing world of possibilities: think superimposed visual effects, or custom stickers (like logos or decoration)!
So grab a coffee and let’s learn how to use them for a simple but powerful purpose: custom backgrounds!
But first, what’s a texture? In short, a texture is simply an image, like a .jpg or .png file, that you can load and use within the 3D space for different purposes. In broader 3D terms, it means the 'skin' you wrap a 3D model's wireframe surface around.
(You can learn more about the broader meaning of texture mapping with this handy video.)
Now, back to GShade - we can’t replace in-game textures, but we can add new elements to the 3d space within the game and apply custom textures. So here's the step-by-step:
1 - Locate the Custom Textures folder
Tap the Windows key to open the Windows prompt, type the following line, and press Enter:
%SystemDrive%\Users\Public\GShade Custom Shaders\Textures
This will open an Explorer window listing all the custom textures available for GShade to use.
Now, the good stuff™: you can install new textures simply by copying new files into this folder!
2 - Load and Show a Custom Texture
Open GShade, locate a shader named Stagedepth, and enable it:
(Leave the number of StageDepths to 1, that's enough for now.)
Now look out for a little widget called Preprocessor Definitions, and expand it.
We need to inform 3 parameters:
StageTex (the name of the texture we want to use)
STAGE_SIZE_X (the width, in pixels, of the image we’re loading, or the BUFFER_WIDTH keyword for full-screen width), and
STAGE_SIZE_Y (same, but for height, or BUFFER_HEIGHT).
For now, let’s use one of the textures installed by default. Locate and enable StageDepth, and use this value (and make sure to use double-quotes around the texture name):
StageTex: "LensSprite.png"
And hopefully, you'll see something like this:
Now play with the shader’s sliders, especially the 'Depth' value since it allows you to determine how close or far the texture will be placed. (Remember, you can always right-click on a GShade control to open up a context menu with the ‘reset to Default’ option.)
If you got to this point - congratulations! You just loaded your first custom texture into GShade. I’m proud of you!
Time to put your safety goggles on - we’ll use Depth to project the texture away, and use in-game scene set-up to match the injected background composition. Here's the image I'll use, generated with MidJourney:
Since we can’t modify the texture itself, we need to make sure our scene setup matches aspects of the injected background like color and contrast. (It can be modified by GShade filters, though, so you can apply effect like Blur by placing StageDepth closer to the top of the filter list):
First, the scene setup...
Now, enable a preset - in this case, Neneko Jolt:
Enable StageDepth and specify the custom texture in StageTex, so it automatically loads...
...and place StageDepth before the ADOF filter, so its bokeh effect applies to the texture as well:
...and presto! Now you have a beautifully merged custom background.
This opens up a lot of composition possibilities; looking forward to seeing your attempts with external textures!
“I will place my hand in that flame and feel nothing. I will ask nobody’s forgiveness again.”
— Franz Wright, from God’s Silence: Poems; “Reparations,” (via violentwavesofemotion)
warm iron.
oh, my clematis ; hope bloomed through the abyss .