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tacomalo
Posts: 18
How can I output the distortion applied by Filters such as Bad Trip, Blur Shift, Bubbles, etc. as a DU/DV Map? I would like to use these Du/Dv maps in a shader for real-time distortions.
When I look at the network in the filter editor, the offset component expects an input to push around - I want the internal distortion calculated by the offset component to be output as color.

Thanks.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
If the filter happens to be a surface filter (ones that export normal maps) you can convert those normal maps to dU/dV maps by doing the following operations in Photoshop:

1. Find your normal map and invert the image.
2. Adjust your image by going to colors --> adjust --> Brightness/Contrast and set the following parameters: turn "use legacy" on, brightness should be -17, Contrast to 100.

There is also a corresponding filter: http://www.filterforge.com/filters/9557.html

I think it might be a bit tricky given I don't know what filter you're specifically using but I think the method above should kinda hint at where to go next.
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tacomalo
Posts: 18
I am using the Filters under the Distortion Category, such as Bad Trip, Blur Shift, etc... which expect an image as an input to distort. The result is a distorted version of the original image.

I also tried starting a new filter from scratch and tinkered with trying to output the distorting from an offset component, but had no luck.

I'll try your suggestions and let you know how it goes. Thanks!
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tacomalo
Posts: 18
Let me try to better describe what I am looking for...

I am looking for a filter that takes no image as an input - the filter generates its own color data.

I want to use a Noise Distortion component (which requires an input to push around pixels) and output how it will distort an image instead of a distorted image.

Does that help better explain? the Du/Dv filter is nice, but it expects an image as an input as well. I want to calculate the Du/Dv offsets inside the filter from the math going on inside the Noise Distortion component.

Hope this help better clarify. Thanks!
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
The best "noise" equivalent of noise distortion is just Perlin noise. smile:) If you have the professional edition / standard versions of FilterForge, you should be able to edit the dU/dV filter accordingly.

Image below = probably what you're looking for. I replaced the image component with the perlin noise component. The filter will take care of the rest of the operations.

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tacomalo
Posts: 18
Thanks, that is helpful, although the Derivitive component creates very harsh ouputs. Is there a way to get a smoother result?

Side note: how can I link to a filter i am working on in a forum post?
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tacomalo
Posts: 18
What I am looking for is basically the Red and Green components of a Normal Map that is generated by feeding a pattern into the Height of a Surface Filter.

But instead of extracting the Channels and pasting them into a new texture, I'd like to calculate the Height myself and and use the Assemble RGB component to output the result.

Derivitive is really close, but it nukes alot of the subtle details of the input.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
The dU/dV filter by default has a "smooth" slider smile:) Go to your settings tab once you've fixed your filter to your tastes and you can adjust the smoothness of the filter. It seems by default it was set to 0.

Quote
But instead of extracting the Channels and pasting them into a new texture, I'd like to calculate the Height myself and and use the Assemble RGB component to output the result.


Right, the dU/dV filter already accomplishes this. You just need to modify it by loading the noise pattern in there.

You can attach a filter by attaching the ffxml file to the forum. Any filter that you've modified or made should be in one of theses folders Windows: %APPDATA%\Filter Forge 3\My Filters OR on a Mac /Users/<HomeFolderName>/Library/Application Support/FilterForge 3/my filters

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tacomalo
Posts: 18
thanks alot for your help!
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tacomalo
Posts: 18
I tried the Du/Dv map settings for smooth and blur, but it still doesn't come close to what can be extracted from a normal map.

Here is a side by side comparison of the red channel from a normal map and the red channel of a Du/Dv map with smooth at 100.

I'm trying to create a filter that will generate something more like the normal map channel.

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tacomalo
Posts: 18
Ok, finally figured out how to get really good results from the Du/Dv filter.

Turns out not only do I need to increase the Smooth Parameter, but I also needed to reduce the Size parameter as well.

Everything looks great now!
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
That somehow doesn't seem right since the size param just changes the scale of the output designated by pixel value and doesn't touch on smoothness in any way. I figure if it looks good then it's fine, I just don't see that as being accurately solving the main issue.

I mean in the end if you don't need to balance red and green channels... you can just bypass them all together and the results would be directly coming out of the output of the normal map.

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tacomalo
Posts: 18
Scale seems to affect Derivitive in a way that scales the change in slope. Lowering the scale got a very subtle result from Derivitive that more closely approximated what one gets from a normal map with a small height.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Were you talking about "scale" on the noise component?
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tacomalo
Posts: 18
Sorry, I meant the "Size, pixels" Parameter that is on all Filters.

If you open the Du/Dv filter, select a Derivitive Node, lock the preview to it, then select the Result Node Filter Controls and change the Size parameter, you can see how it affects the Derivitive output. At the default, you can very Harsh results, but as the Size is decreased, you start to get back the subtle details.
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