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ThreeDee
Lost in Space

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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Matrix, I don't know if I dare mention this, but there is actually a simpler way to do this:



Fraction 2.ffxml
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matrix
matrix
Posts: 13
Filters: 2
Quote
ThreeDee wrote:
Matrix, I don't know if I dare mention this, but there is actually a simpler way to do this:

Ah, that is indeed a much simpler solution...

I was actually going to update it with a third solution, but I think yours is even better:

Fraction 3.ffxml
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matrix
matrix
Posts: 13
Filters: 2
I think the bias curve may still be useful though, if you want to actually find the reciprocal value of an integer in the range 1..100. Maybe I should post that as a separate snippet...
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
matrix wrote:
I think the bias curve may still be useful though, if you want to actually find the reciprocal value of an integer in the range 1..100. Maybe I should post that as a separate snippet...


Yes, there are definitely uses for the bias solution. You can actually use it to find reciprocal values in a range wider than 1-100, if you set the values differently. You'll have to move the decimal point before and after using the bias curve, but you can (fairly) easily extend it to calculate between, say, 0.01 and 10000. And there is a way to calculate the bias value. I recently figured it out graphically but I think it required integral calculus which I haven't done since high school, so I did the same as you and got the value by trial and error. I believe it was the same exact value that you got, too.
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Here's a real simple snippet for doing 1/n.


1_n.ffxml
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Ok I was really bored and simplified ThreeDee's Fraction 2 a bit more. It renders a tad faster now. smile8)

fraction U.ffxml
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ThreeDee
Lost in Space

Posts: 1672
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Game on. The first one that gets this down to two components is the winner.

(Well, it does still have to do the fraction...)

fraction T.ffxml
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ThreeDee
Lost in Space

Posts: 1672
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One down.

fraction V.ffxml
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
This one's so simple it's scary.

If I can lose the grid, it literally is TWO components.

fraction W.ffxml
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matrix
matrix
Posts: 13
Filters: 2
I wonder what is best in a performance perspective: using a tone curve and a linear curve or using the levels component. The levels component also needs to evaluate the gamma parameter, which might be expensive.
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
I think you need to ask Master Vlad if the gamma parameter gets calculated even when it is linear. Of then you can stick enough of them in a row to bench test. I'm certainly nowhere near the stage of worrying about that difference myself. I'm usually worrying more about how to have less than 50 Offset Components in my filters, and whether the rendering is going to be finished the same day...
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
matrix wrote:
I wonder what is best in a performance perspective: using a tone curve and a linear curve or using the levels component. The levels component also needs to evaluate the gamma parameter, which might be expensive.
Well I tested the render times and the levels method is a bit faster. I can't tell you what's going on internally though.
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