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  Full body line censoring shader
Posted by: OLK0001 - 04-03-2026, 03:11 PM - Forum: Collections - No Replies

Filter Guide

This post includes three main body-line clipping filters: V2.1, V3, and V3.1.

They are listed in order:
V2.1 → V3 → V3.1

What these filters actually are

All three filters are built around Godot shader logic, color-space matching, nearby-pixel checks, and short-range region filling.

They are NOT true body-part recognition models.

That means if some small or awkward exposed body parts are still missed, it is mostly because this setup is already reaching the practical limit of Godot-side heuristic detection and the recognition method used here — not because of one tiny coding mistake or one small threshold being wrong.

So if a version still misses a small exposed detail, especially under:

  • heavy stylization
  • dark shading
  • compression
  • unusual colors
  • difficult poses
  • black clothing near skin
  • pink or red backgrounds

that is mainly an engine / recognition limitation, not just a bug.

Custom Body Line Clipping V2.1
Best for: strong and simple overall censor coverage

V2.1 is the most direct and aggressive version of the three.
It focuses on broad body-line clipping and usually gives the strongest first-pass coverage.

This is the best choice if the goal is to catch as much as possible quickly.
The tradeoff is that it can be rougher and less precise in difficult scenes.

Use this if:
  • broad censor coverage matters more than precision
  • a simpler version is preferred as a starting point
  • the content does not have too many difficult shadows or confusing background colors

Custom Body Line Clipping V3
Best for: better handling of shadowed skin and more stable body continuity

V3 improves on V2.1 by adding better support for darker or shadowed body regions and more controlled local expansion.

In practice, it usually holds body areas together better when lighting gets weird or when skin tones shift into darker purple or low-light colors.

Use this if:
  • V2.1 misses shadowed or darker body regions
  • a better balance between coverage and control is needed
  • the scene has more difficult lighting or color variation

Custom Body Line Clipping V3.1
Best for: the most refined balance between coverage and precision

V3.1 is the most advanced and most refined version of the three.
It is designed to be more careful about when and where it expands the censor region.

In practice, this is usually the best balance between:
  • catching important exposed areas
  • avoiding unnecessary spreading into unrelated shapes

Use this if:
  • the most polished version is wanted
  • the best balance between precision and body-part coverage is needed
  • harder scenes are being tested and less unnecessary spreading is preferred

Which one should be used?

Simple rule:
  • Start with V2.1 if the goal is the strongest and simplest broad coverage
  • Move to V3 if V2.1 misses body areas under dark or difficult lighting
  • Use V3.1 if the goal is the most refined overall balance

Important limitation

These filters do NOT actually understand anatomy the way a trained segmentation or body-part detection model would.

They work by estimating likely regions from:
  • color
  • shading
  • nearby pixels
  • local support and short-range connection logic

So edge cases will always exist.

Small missing body-part censoring can still happen, especially with:
  • stylized anime art
  • strong shading
  • compression
  • unusual color grading
  • black clothing near skin
  • pink/red backgrounds
  • tiny exposed details

At this point, further improvement would likely require moving beyond pure Godot shader heuristics into a more advanced recognition or segmentation pipeline.

Quick usage note

The screenshot above shows a short guide for how to stack and use the filters.

The three body-line clipping filters included here are:
  1. Custom Body Line Clipping V2.1
  2. Custom Body Line Clipping V3
  3. Custom Body Line Clipping V3.1

Choose the one that fits the scene best, then combine it with Censor/Repeated Text as needed.
Some cheap talks
This is inspired from endofbeen, I'm studying embedded system and actually have some free time so I decided to make it in 2 hours.

                   
.zip   clipping.zip (Size: 44.35 KB / Downloads: 212)


  Censors overlay always on top
Posted by: juseyo - 03-29-2026, 05:59 PM - Forum: Mods - No Replies

This mod uses the python script made by @Eilysia over on discord to put Hotscreen censors overlay always on top of other windows. This fixes the issue of some programs being displayed on top of the censors overlay.

The mod enable you to have it automatically start with Hotscreen and handle killing the python script when Hotscreen is closed. You only need to have the mod loaded in one of your Hotscreen instances if you have multiple screens, the script handles all screens.

Tested and working with:

  • Edgeware++
  • Firefox's Picture-in-picture that allows you to have videos always on top as a floating window
  • Windows Photos app
Python 3 needs to be installed.

Link: https://github.com/petjuseyo/HotscreenOv...lwaysOnTop
Direct download: https://github.com/petjuseyo/HotscreenOv...s/main.zip



Attached Files Thumbnail(s)
   

  Lock and Play Mod
Posted by: juseyo - 03-29-2026, 12:59 AM - Forum: Mods - Replies (1)

Hey everyone

I made a mod that adds games when you're locked in Hotscreen and punishes you  Angel

For now there's only 1 game: Dice! Roll the dice against the computer. If you score lower than the bot, time will be added. If you do better, time will me removed. There's also a full system that forces you to play x times in a defined duration (every day for example) and you get punished if you don't play enough (time added, countdown remove, collections toggled, up to you!). Chaster users will recognize some of it :eyes:

I hope to add more games soon! Wheel of fortune with customizable actions is partially working and most of it is implemented, just need more time cooking.

This mod does not have visual kinks or flairs, it's a purely functional lock extension with basic UI for now, but I hope some interesting features. Again, hope to have something more kinky one day.

Please read a more detailed description and the limitations on the github page.

Link: https://github.com/petjuseyo/LockAndPlayHotscreen
Direct download: https://github.com/petjuseyo/LockAndPlay...s/main.zip

Feel free to comment here if you found a bug or for anything else. And for the love of god don't fully lock yourself in it without fully testing it  Rolleyes



Attached Files Thumbnail(s)
       

  Gaussian blur
Posted by: siamirold - 03-24-2026, 06:27 AM - Forum: Collections - Replies (4)

This is a Gaussian blur shader and a collection made by it, the Gaussian blur is smoother than the native blur filter.

This is a very performance consuming shader. Please lower the value If lagging

Using the shader, I created an awesome collection.

It achieves a myopia like effect. It looks like you have watched too many porn and make yourself can't see anything clearly anymore. XD

Please note that collection is a full screen effect.
Besides, I uncensored the feet and the armpits to demonstrate my mercy Tongue

Any advice, pls come to Discord and DM Eilysia

Keeping censored and have fun !

       



Attached Files
.zip   Gaussian Blur.zip (Size: 10.31 KB / Downloads: 190)

  Auto Screenshot Box Scene
Posted by: lamba5da - 03-22-2026, 03:28 PM - Forum: Mods - No Replies

I wanted to automate saving crops
   
So I generated a box scene that does the work.

Attention!!!
This scene box may slow your PC, due to instant screenshots when selected bodypart recaptured by Hotscreen.
By default it saves files in directory "C:/Users/Admin/Downloads/" which you probably don't have, so:

1. You need to open .tscn file with Notebook
2. Change "C:/Users/Admin/Downloads/" in two lines
(screenshot) to the path whereever you want captions to be stored.
- You can just change "Admin" to your PC name, and captions will be stored in your system Downloads folder

   
3. NOTE that in path you MUST put Forward slashes (/) between folders. If you just copy path from Explorer, there will be Back slashes (\), and Scene box will not work.

Installation:
1. Just put .tscn file in your CUSTOM_DATA directory
2. Open .tscn file with Notebook, change caption save directory
3. To add follow in Hotscreen: Add a Filter - Mods - Box scene
 - Edit filter - Select custom scene - AutoCapture.box.tscn

*It just makes screenshots of captured bodyparts and saves them. I picked the best ones and made a collage



Attached Files
.zip   AutoCapture.box.zip (Size: 3.11 KB / Downloads: 61)

  [Release] LoserCard™ Findom Overhaul
Posted by: Xx_Noice_xX - 03-22-2026, 12:23 PM - Forum: Mods - Replies (1)

The Concept:
So I wanted to create a findom mod that was more immersive and felt more interactive. So with the help of AI I created a findom shop with a fitting banking system called LoserCard™. To create this mod and write this post I used AI. Its very findom and humiliation heavy so please always remember, that this is a fantasy! So stay safe and have fun!

The "Beta Shop" Mechanics:
On detection of nudity you will get a message by your mistress which brings to this mandatory shopping site. The Mistress has a quota you have to hit before the checkout even unlocks. She’ll also call out specific items she wants (shoes, bags, whatever), and if you don't add exactly what she's demanding, you’re not leaving.


   

The Payment Gateway:
I spent a lot of time on the "BetaSafe" authentication system. It’s designed to be annoying and humiliating:

  • Oath Typing: You have to type out randomized phrases like "I AM A PATHETIC LOSERCARD HOLDER" to authorize the drain. If you make a single typo, the UI mocks you, wipes your progress, and makes you start over.
  • Captchas: You have to do image captchas to prove you're a "good boy" before the transaction goes through.

   
   

The Loan System & "Loser-Rating":
If you run out of cash, the mod doesn't just stop. You have to open a support terminal with the LoserCard AI to beg for credit. It’ll "scan your footprint," ask you to rate how much of a loser you are, and then give you a high-interest loan based on your ego. You also have to sign a long-winded TOS that basically says your financial freedom is over.

   

Live Chat & The Leaderboard
I didn't want the Mistress to just be a static image while you’re in the shop, so I built a window called BetaChat™. If you're stalling at the checkout or taking too long to type your apology, she actually gets bored and starts "treating herself." She’ll buy luxury items—like first-class flights or spa days—using your balance in real-time. It’s basically a penalty for being slow; the longer you wait, the more of your money she just throws away.

I also added a leaderboard where you can compare yourself to other NPC findom users

Technical Infos
You can set your own folders for Shop Items, Mistress Portraits, and Captcha images.
Included an emergency stop/reset for which closes all the popups 

For shop items to display the right price you must name the picture like this:
Shoes_400.jpg

   

Feedback is always appreciated, let me know what you think!



Update:
For ease of use I added the photoset which I used so test it. 



Attached Files
.zip   FindomSimulator.zip (Size: 25.04 KB / Downloads: 235)
.zip   FindomModImages.zip (Size: 8.36 MB / Downloads: 234)

Video Gaussian Blur Shader
Posted by: lamba5da - 03-21-2026, 04:35 PM - Forum: Mods - Replies (3)

I didn't like how built-in blur looked like at high values
   
So I generated a shader for another variant of adjustable Gaussian Blur

Adjustables through code:
uniform float blur_radius : hint_range(0.0, 50.0) - The radius of the blur in pixels. Higher = more blur.
uniform float blur_intensity : hint_range(0.1, 5.0) - Higher values make the blur softer/more spread out for the same radius
There are little more, but I'm not sure what they do
...

Installation:

1. Just put .filter file in your CUSTOM_DATA directory
2. To add follow in Hotscreen: Add a Filter - Custom filters - Blur_shader


If you don't want to download anything, you can just copy it's code:
1. Follow in Hotscreen: Add a Filter - Mods - Shader effect
2. Press "Expand code window" and delete all the code
3. Paste this, and then press "Apply shader code":

shader_type canvas_item;

// --- Adjustable Parameters ---
// The radius of the blur in pixels. Higher = more blur but slower.
uniform float blur_radius : hint_range(0.0, 50.0) = 17.0;
// The intensity (sigma) of the gaussian distribution.
// Higher values make the blur softer/more spread out for the same radius.
uniform float blur_intensity : hint_range(0.1, 5.0) = 1.0;

// always put this to get if the border must be smoothed
uniform int use_smooth;

// this allows to sample the current screen correctly
global uniform int ScreenRotation;
global uniform sampler2D CurrentScreenTexture;

vec4 sampleCurrentScreen(vec2 uv, vec2 screen_pixel_size) {
vec2 rotated_uv = uv * (1.0-screen_pixel_size);
if (ScreenRotation == 2) {
rotated_uv = vec2(uv.y, 1.0 - uv.x);
} else if (ScreenRotation == 3) {
rotated_uv = vec2(uv.x, uv.y);
} else if (ScreenRotation == 4) {
rotated_uv = vec2(1.0 - uv.y, uv.x);
}
return texture(CurrentScreenTexture, rotated_uv).bgra;
}

// Helper to calculate Gaussian weight
float gaussian(float x, float sigma) {
return exp(-(x * x) / (2.0 * sigma * sigma));
}

void fragment() {
vec2 uv = SCREEN_UV;

// Normalize texel size to be consistent across resolutions (based on 1920 width reference)
float coherent_texel = 1.0 / 1920.0;
vec2 texel = vec2(coherent_texel, coherent_texel * SCREEN_PIXEL_SIZE.y / SCREEN_PIXEL_SIZE.x);

// Calculate Sigma based on radius and user intensity adjustment
// Standard Gaussian relation: sigma ≈ radius / 3.0 covers 99% of the curve
float sigma = max(0.1, (blur_radius / 3.0) * blur_intensity);

// Determine how many pixels to sample on either side of the center
// We clamp to prevent performance spikes, maxing out at roughly 32 samples per axis
int range = int(ceil(sigma * 3.0));
range = clamp(range, 1, 32);

vec4 accum = vec4(0.0);
float total_weight = 0.0;

// --- Horizontal Pass ---
for (int i = -range; i <= range; i++) {
float x_offset = float(i) * texel.x;
float weight = gaussian(float(i), sigma);

vec2 offsetUV = uv + vec2(x_offset, 0.0);
accum += sampleCurrentScreen(offsetUV, SCREEN_PIXEL_SIZE) * weight;
total_weight += weight;
}

// Normalize horizontal result
accum /= total_weight;

// --- Vertical Pass ---
// To do a true 2D Gaussian separable blur, we take the result of the horizontal pass
// and blur it vertically. Since we can't store intermediate textures easily in one pass,
// we simulate this by accumulating the vertical samples of the *already horizontally blurred* logic?
// NO: In a single pass fragment shader, we cannot actually do two distinct passes without a backbuffer.
//
// OPTIMIZATION FOR SINGLE PASS:
// A true separable blur requires two draws. In a single custom shader slot like this,
// doing a full 2D Gaussian kernel (sampling X then Y for every pixel) is O(R^2) and very slow.
//
// ALTERNATIVE APPROACH FOR SINGLE PASS:
// We will perform a standard 2D Gaussian Kernel sampling (Radial Gaussian).
// It is less efficient than separable but looks correct and fits the single-pass constraint.
// We reset accum and sample in a grid/circle pattern.

accum = vec4(0.0);
total_weight = 0.0;

// Sample in a square grid, discarding corners outside the radius for efficiency
for (int y = -range; y <= range; y++) {
for (int x = -range; x <= range; x++) {
float dist_sq = float(x*x + y*y);

// Optimization: Skip pixels outside the effective radius circle
if (dist_sq > float(range * range)) continue;

float dist = sqrt(dist_sq);
float weight = gaussian(dist, sigma);

vec2 offsetUV = uv + vec2(float(x) * texel.x, float(y) * texel.y);
accum += sampleCurrentScreen(offsetUV, SCREEN_PIXEL_SIZE) * weight;
total_weight += weight;
}
}

accum /= total_weight;

vec4 final_color = accum;

// Always put this code to correctly manage the transparency if smooth blending enabled
if (use_smooth == 1) {
final_color.a *= texture(TEXTURE, UV).r;
}
final_color.a *= COLOR.a;

COLOR = final_color;
}



Attached Files
.zip   Blur_shader.zip (Size: 5.43 KB / Downloads: 129)

  Beta Chastity Timer
Posted by: Xx_Noice_xX - 03-18-2026, 10:11 PM - Forum: Mods - No Replies

Hi everyone!

With the help of AI i created a timer which increases the more you look at nudity. 
The idea would be to punish the user for looking at nudity and increasing the time spent in chastity.

   



Attached Files
.zip   Chastitytimer.zip (Size: 4.27 KB / Downloads: 172)

Wink Red Light & Green Light Game
Posted by: siamirold - 03-18-2026, 12:48 PM - Forum: Collections - Replies (1)

This is a game I’ve finished, enjoy it !~?

Rule:
Red light = stop, hands off.
Green light = go jerk off to the censor.

NO CHEATING ! NO CHEATING ! NO CHEATING !

This is a version without any humiliation words, because I’m not sure if you enjoy being humiliated like my subs do, and sexual preferences vary too. So this version contains absolutely no humiliation.



Attached Files Thumbnail(s)
       

.collection   Red Light & Green Light.collection (Size: 14.53 KB / Downloads: 256)

Photo fiction stories about the Betachip
Posted by: TerriblePerson123 - 03-17-2026, 06:46 AM - Forum: Discuss - No Replies

On this post we share and discuss the different fiction media related to any censor chip

i'll start with some classic mangas:

Censored for Betas by ratatatat74:
https://hitomi.la/cg/censored-for-betas-...477.html#1

Honkai Star Rail Beta Chip Censor parts 1 & 2 by chihel:
https://hitomi.la/doujinshi/honkai-star-...029.html#1
https://hitomi.la/doujinshi/honkai-star-...508.html#1