YOUR ACCOUNT

Login or Register to post new topics or replies
uberzev
not lyftzev

Posts: 1890
Filters: 36
A dropletish variation. smile8)

  Details E-Mail
uberzev
not lyftzev

Posts: 1890
Filters: 36
simple...

  Details E-Mail
jitspoe
Posts: 189
Filters: 27
Looks good. How are you going about this?
  Details E-Mail
Totte
Übernerd

Posts: 1460
Filters: 107
That's still a very cool filter approach !
- I never expected the Spanish inquisition
  Details E-Mail
uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
jitspoe wrote:
Looks good. How are you going about this?

#Winning
  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Wow, that's cool. How did you do it? Is it similar to using the hues like the last one.
  Details E-Mail
Mike Blackney

Posts: 375
Filters: 57
Nice work uber. Please keep it to yourself, the mystery excites me smile:D
  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Hmm.. I've seen this before - IIRC he posted something related to this in the Beta2 gallery thread smile;)
  Details E-Mail
uberzev
not lyftzev

Posts: 1890
Filters: 36
smile:devil:

  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
uberzev, here is a more optimal blur branch (doubles performance here) - no worries, I haven't revealed what goes into that branch smile:D

optimized blur branch.ffxml
  Details E-Mail
uberzev
not lyftzev

Posts: 1890
Filters: 36
Thanks Sphinx, but you're still working with my old and busted version. smile;)

See attachment for the new hotness. smile:devil:

*I kindly request that those who download my filter please hold off on submitting any remixes/permutations to the filter library without contacting me first.

uberStones [pre release].ffxml
  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Sweet, you figured out a unified distribution pattern! (I was experimenting with that in the old version). And you already use use the combined blur approach, nice (you can reduce the "max" branch further by using Extract HSB B)..
  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Damn unsigned alpha - if the alpha could be negative, one blur could be removed smile;)
  Details E-Mail
uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
Sphinx. wrote:
(you can reduce the "max" branch further by using Extract HSB B)..

Yes, great find! Down from 15 components to 5. smile:D

uberStones [pre release v0.1].ffxml
  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Quote
Yes, great find! Down from 15 components to 5.


And if Max worked correctly, the Invert could be removed (with inverted color constants in the previous thresholds). Bug report filed here.

EDIT: Skip that - I think they changed something in the Min/Max components without updating the help file accordingly... waiting for an answer from them.
  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
1 Blur simplification (and more) - Damn close smile:-D Perhaps a little tweaking in the distribution pattern could fix it..

uberStones [pre release v0.1] - Simplified.ffxml
  Details E-Mail
uberzev
not lyftzev

Posts: 1890
Filters: 36
Nice try there Sphinx. But I've found that you need that extra space for each stone (thus 8 channels) when using higher chaos / blur settings. smile;)

Just shaved another 1.3 seconds by replacing the three thresholds with an elevation gradient. smile:D

uberStones [pre release v0.15].ffxml
  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Nice.. not much left to do within the current capabilities of the bomber - I start to understand your wish for chaos/offset alignment options..

Optimization quests are like a good riddle or puzzle - I think thats why I find it so amusing.. and with all that heavy software rendering in FF it can make a big difference for large renders.

I tested a clipping trick that limits the mem. allocation of the second blur. Its slower for small renders, but for large renders it would mean less allocation (simply clip the second blur via the combined output of the first)
  Details E-Mail
uberzev
not lyftzev

Posts: 1890
Filters: 36
Must see update. Now with mask control for niftier effects.

BTW if you think you can find a way to simplify the elevation gradient that would be cool smile;)

uberStones [pre release v0.2].ffxml
  Details E-Mail
uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
Sphinx. wrote:
Nice.. not much left to do within the current capabilities of the bomber - I start to understand your wish for chaos/offset alignment options..


Yeah, I could use additional bombers but I've decided that it's not an elegant solution.

Feel free to respond to my thread bitching about this. smile:D
  Details E-Mail
uberzev
not lyftzev

Posts: 1890
Filters: 36
Replaced the 5 color gradient with checkers. Probably not their intended use but looks prettier in the filter editor. smile:D


Also I just realized with we've needed the invert. The problem is that transparent pixels still have an actual color embedded. Right now they are set to white, set them to black and it should fix things. (at least that's my theory, too tired to test right now)

uberStones [pre release v0.25].ffxml
  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Like so (no invert component, no invert alpha option). Now no one will ever understand those checkers smile:D

uberStones [pre release v0.25] - no invert.ffxml
  Details E-Mail
uberzev
not lyftzev

Posts: 1890
Filters: 36
That's fantastic Sphinx. But I think I may keep the invert after all just to maintain my own sanity when looking at the filter in the future. smile:D
  Details E-Mail

Join Our Community!

Filter Forge has a thriving, vibrant, knowledgeable user community. Feel free to join us and have fun!

33,711 Registered Users
+18 new in 30 days!

153,533 Posts
+38 new in 30 days!

15,348 Topics
+73 new in year!

Create an Account

Online Users Last minute:

25 unregistered users.

Recent Forum Posts: