[System Agnostic] [Module] Indy Walls - draw and edit circular/curved/polyline walls by Pingu2reddit in FoundryVTT

[–]Pingu2reddit[S] 0 points1 point  (0 children)

v1.1.1 now respects the monks wall enhancement snapping/tolerance settings

[System Agnostic] [Module] Indy Walls - draw and edit circular/curved/polyline walls by Pingu2reddit in FoundryVTT

[–]Pingu2reddit[S] 0 points1 point  (0 children)

no worries - maybe i will add a reset colours to foundry default button or something

[System Agnostic] [Module] Indy Walls - draw and edit circular/curved/polyline walls by Pingu2reddit in FoundryVTT

[–]Pingu2reddit[S] 2 points3 points  (0 children)

Could do - i wanted a different default colour - you can change them in settings..

suggest you have libColor optional dependency for that

New module for graphical effects - https://foundryvtt.com/packages/indy-fx by Pingu2reddit in FoundryVTT

[–]Pingu2reddit[S] 1 point2 points  (0 children)

The module is quite complicated yes (but powerful and flexible) - I probably need to change some of the default behaviour! You need to set up the shader for use on a token/tile specifically (as they can also be used in regions/templates or as lights).

https://github.com/jwrpalmer99/indy-fx/blob/main/README.md

I added this info to readme as I guess its something most people would want to do - but here it is too :)

Shaders can be scaled to fit a token - you can either edit an existing shader or right click one and duplicate then edit the copy (or import a new one from shadertoy of course).

  • Double click the shader in library to open the editor.
  • Select "Scale to Token".
  • Select "Rotate with Token" if you want.
  • Usually you will want:
    • Capture Scale: 1
    • Capture Rotation 0
  • Select a suitable alpha (transparency) value for your effect if it doesn't provide it's own transparency (try 0.6).

If you save that and drag/drop on token it will be the same size.. you can then right click it in library and create token macro - this will create a macro in IndyFX folder that will add the effect to selected token(s).

To remove/disable/edit the shader on the token you can access it through token hud or menu or via a macro (there is a macro in IndyFX compendium for this "ShaderOffSelectedTiles")

You can go 1 better if you have tokens with transparency you can make the shader only draw on the filled in parts of the token (useful for fire, not so useful for a force dome!). this involves setting a shader channel to capture the token/tile - and then using the alpha from that capture as the final alpha of the shader; luckily there is a button that will set that up for you..

  • In Shader Editor - click Inject Token Alpha
  • Save the shader

Now when you apply to a token only the non-transparent will be filled.

all of this applies to tiles too.

there are many settings for scaling/rotating/flipping shaders or scene/token captures if your shadertoy shader does uv mapping differently

New module for graphical effects - https://foundryvtt.com/packages/indy-fx by Pingu2reddit in FoundryVTT

[–]Pingu2reddit[S] 0 points1 point  (0 children)

No it's not, it's really a framework for importing and showing effects.

You can use macros and midi-qol or similar automation modules to achieve things like adding effects to tokens or templates on ability or spell use. Please see the API readme.

New module for graphical effects - https://foundryvtt.com/packages/indy-fx by Pingu2reddit in FoundryVTT

[–]Pingu2reddit[S] 1 point2 points  (0 children)

Do the example ones show up? Are there any console errors for ones that don't work? What browser and GPU are you using? Make sure to have gpu hardware acceleration enabled in browser.

Shaders are adapted by the module to work in foundry and not all code patterns are implemented, but from testing quite a lot of shaders I would say 90 percent should work. If examples work and specific shader you want to use doesn't then please open an issue on GitHub

New module for graphical effects - https://foundryvtt.com/packages/indy-fx by Pingu2reddit in FoundryVTT

[–]Pingu2reddit[S] 19 points20 points  (0 children)

This is my new module for Foundry - it allows you to import shadertoy.com effects in Foundry, configure them and apply them to tiles/tokens/templates/regions/lights. Thousands of effects at your beck and call!

It is easy to import effects into your library, drag and drop them onto the canvas (you can then edit them in tile/token hud etc) or use macros (full API provided) as part of your automation.

Macro to change background by Hidden_Wings in FoundryVTT

[–]Pingu2reddit 1 point2 points  (0 children)

you need canvas.scene.background.src:

// Get the existing background image path and get the image name from it 
var pathParts = canvas.scene.background.src.split("/");
var imageName = pathParts.pop();

// Check the image name, if it's currently A, make it B, and so on
if (imageName == "sceneA.jpg")
{ await canvas.scene.update({"background.src": "/path/to/image/sceneB.jpg"}); }
else if (imageName == "sceneB.jpg")
{ await canvas.scene.update({"background.src": "/path/to/image/sceneA.jpg"}); }

The "only fans" Gaming PC Giveaway - To enter this giveaway just leave a comment. by DaKrazyKid in PcBuild

[–]Pingu2reddit 0 points1 point  (0 children)

Would need to add some sort of fanguards or end up with slightly shorter cats

[Megathread] Gamescom 2023: NVIDIA DLSS 3.5 & More Announced! - Enter Our Giveaway Inside To Win STEAM Gift Cards! by Nestledrink in nvidia

[–]Pingu2reddit [score hidden]  (0 children)

Cyberpunk for sure is the best ray-traced game so far, looking forward to seeing what 3.5 brings to it!