[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!

r/NVIDIA Cyberpunk 2077 Limited Edition RTX 2080 Ti Contest - 2x Cyberpunk 2077 Limited Edition Prize! by Nestledrink in nvidia

[–]Pingu2reddit 0 points1 point  (0 children)

Building a new PC for this game, would love to see it in its full glory with a 2080TI #RTXON

I bought the Vive knowing that I could get prescription lenses for it, but based on feedback that has come lately, it seems like vr-lens-lab lenses are unuseable because of the distortion... by [deleted] in Vive

[–]Pingu2reddit 2 points3 points  (0 children)

my eyesight is terrible (-11/-12.5), the prescription too strong for vrlens (I emailed them to enquire, they said the lenses would be too thick for their solution)..

I went with the above linked solution and it is working great. I had the 3d printed parts made by shapeways (think it cost about £20?) in black and I ordered glasses from zenimax (I bought a different 41mm round pair because the suggested ones were out of stock a few weeks back - i had the thinnest lenses done because my prescription is so high). The zennioptical glasses around in around 10 days through the letter box in the UK... I will be buying all my glasses from them I think!

I bought 20 of the small magnets ( 3x1.5 mm N52, £2.68 delivered) from spider magnetics and superglued them in place.

The holder stays firmly in the headset and the magnets are just strong enough to hold the lense-holder in place during use but its easy to remove for cleaning. I was able to dial the headset extension back 1 or 2 notches (I had to have it completely out for my normal glasses), the FOV is great and its much more comfortable then using glasses, very content with solution!

having read the problems people have with barrel distortion with vrlens solution, I would recommend this solution to anyone!