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Betis
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Check it out!
Here's the result of my sum script. it takes each pixel and adds up each pixel behind it. Of course I can't actually access pixel values because of the procedural nature, so I have to have a resolution slider that checks a percentage of the image back for each interval (kind of like percentage pixels).
Here I have taken the derivative of the result giving an (artifacted) original image!
Sum.ffxml Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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| Posted: December 10, 2012 12:31 am | ||||
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Skybase
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motion blurrrrr!!!!
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| Posted: December 10, 2012 12:49 am | ||||
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Skybase
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Hey wait a minute, this script can be used as an simple transform iterator.
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| Posted: December 10, 2012 12:53 am | ||||
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Betis
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True indeed, however its speed at this stage is unusable.
Post some stuff you come up with! Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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| Posted: December 10, 2012 1:43 am | ||||
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Betis
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holy crap does this mean you can use derivatives to undo real life motion blur (simple camera shake anyway)? oh my god next filter
Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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| Posted: December 10, 2012 1:45 am | ||||
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Skybase
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You basically need motion blur to be strictly linear and move in also a linear fashion with no ease in or out. XD
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| Posted: December 10, 2012 3:35 am | ||||
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Indigo Ray
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Cool idea, and it works decently, but it's sooooooo slow. Comparatively, FF's built-in "derivative" component is very fast...I wonder why? What's the secret?
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| Posted: December 11, 2012 12:25 am | ||||
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Betis
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Well the derivative component only needs two samples, whereas the sum script needs every sample until that pixel, racking up an enormous amount of loops and processing
Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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| Posted: December 11, 2012 12:33 am | ||||
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Sphinx.
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I used that principle in my variable blur.
Here is a boiled down version (filter does nothing, open up and see why Summed.ffxml |
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| Posted: December 11, 2012 1:47 am | ||||
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Betis
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woah! I see a little black 1-pixel edge on the right and bottom side though
I see a little now how inujima's summed lookup table magic did fast variable blur, but still not completely! Math is so delicious Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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| Posted: December 11, 2012 2:07 am | ||||
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inujima
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To be precise, it is offset 0.5 pixel. The cause of appearing of this black edge is that Blur radius is measured not from a center point of pixel but from a edge of the center pixel.
It needs Script component to get pixel size to fix this offset. (I have no idea to get pixel size without Script component.) Summed.ffxml |
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| Posted: December 11, 2012 6:41 am | ||||
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