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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
This is brilliant and handy too.

I probably will use this on one of the filters I previously made (and did not like the result. Much credit to you! smile:D
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Betis
The Blacksmith

Posts: 1207
Filters: 76
I used to have a different version, but it only split it up into fourths, this one splits it into 8. But of course there's still the blend between the original image and the first light blur, but when you split it into more sections it makes it less obvious.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Yeah... now I have to figure a way to implement this directly into one of the older filters I had. It's a very well constructed component.

I think back sometime ago I read that FilterForge developers attempted prototyping a gradient mapped blur. They said it was slow. Doesn't mean they should stop smile;)

Course this gets me going on a small quest to find a faster way of doing this. smile:D
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Indigo Ray
Adam

Posts: 1442
Filters: 82
I probably needed a blur gradient a hundred times, but now I can't remember which filters I needed it for smile:(

I heard you are updating this, but I do have one other suggestion. Currently, white=0 radius, and black=max blur (controlled by a slider). Usually, white equates to maximum, so is there a way to invert everything so that if you plug in a blur map, the lighter areas will be blurred the most?
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Yes, the invert component that is serving as a sort of buffer (or something, I don't really know what it is, but it's a good FF technique I use and others) is unchecked, just check it.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Indigo Ray
Adam

Posts: 1442
Filters: 82
I was trying to avoid inverting the blur map, because if someone was making a more complicated one, he/she would have to invert everything in their head. Anyway, I just unchecked the invert boxes for the linear and step curves and that solved my problem. smile:)
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Oh, I thought you just wanted a quick fix. Well, I'll add a checkbox to invert heightmaps. smile:)
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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3dsBlend
3dsBlend
Posts: 69
Filters: 38
I made another method of doing this, exept its sampled and you can't see the different blurs
Haloo! Enjoy this page while you're here! xD
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Yeah I saw that, pretty interesting smile:)
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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