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Betis
The Blacksmith

Posts: 1207
Filters: 76
Yeah we have the derivative component. Powerful and incredibly badass.

However I want to make a Normal Map to Height Map converter. Bump to Normal requires a derivative be taken, which in the current toolset is very easily done, however an inverse function would requre that we integrate the image, which is not so easily done.

Thoughts? smile:)
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Taking the derivative gives you the slope of a function, or in this case an image by breaking it up into lines (hence the angle input). Very powerful and useful. But what would an integral component do? The area under the lines? What would that look like?
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Well I think it should add up the pixels in a certain direction, keeping the angle input. Constants would become linear gradients and if derivatives were plugged in they would return their original values.
Roses are #FF0000
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Its a tough one - many samples need to be collected and which interval should be used?
I don't think we will see this beeing added - also because it has a very narrow purpose. Lets hope we get a bitmap based script component in V3.. then it shouldn't be hard to make..
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Mike Blackney

Posts: 375
Filters: 57
It's a tricky one. It would be super useful (for starters, you could use it for normal maps to generate a height map) but for sure it would need lots of samples. Also, it'd break very easily for tiling images.

I wonder how much work it would be to make a script that did it. Or even if it would be feasible without dying from slowness.
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inujima

Posts: 176
Filters: 26
Even now integration can be achieved by using the Blur component.
As an example, I made the filter that convert a height map to a normal map and returnd it to a height map again.
However, because the error margin is large, it is not to be able to make a height map well from general normal map input.

#bump to normal to bump.ffxml
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Woah, that's strange how that works. Well I still don't know how it does but dang, did you come up with that yourself? The baffling part is when you take the muliplied derivative of the normal map and blur it by 50, resulting in an offset version of the original image
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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inujima

Posts: 176
Filters: 26
This is a rough explanation of how to create a integral function in FF. smile:D

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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Impressive work inujima!

I tried the normal to bump part with this image:
http://www.pinwire.com/content_images...malMap.jpg

However it seems there is something wrong here.. any ideas?
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
WOW !! This is a great work of explanation, I am "happy" that I "understand" everything that you have written smile:D smile:D


well, really and truly I do not understand nothing about science and complex maths like this smile:D and want to give my congratulations for such awesome knowledge you have about maths
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Betis
The Blacksmith

Posts: 1207
Filters: 76
I just took AP Calculus but it's summer and midnight so I don't want to decipher that lol but it looks amazing
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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inujima

Posts: 176
Filters: 26
To Sphinx.
Because a general normal map image is low accurate, it is impossible in this way to restore it to a height map.
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inujima

Posts: 176
Filters: 26
I made an one more example filter using an integral function.
This is flat blur filter (not gaussian blur) that is able to set radiuses as a map.

Mapped Radius Blur (Flat Blur).ffxml
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
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Betis
The Blacksmith

Posts: 1207
Filters: 76
I didn't understand any of the inside of that filter. I even did some heavy multiplies on some of the really low-value components to see if I could visualize anything but to no avail. Your work is astounding smile8)
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Betis, here is a good explanation:

http://http.developer.nvidia.com/GPUG..._ch08.html

Scroll down to "8.5 Summed-Area Variance Shadow Maps"

inujima uses a zero outer region to calculate the summed area table, i.e. all the outer non visible 0 value samples influences the blur result in a way that makes up a summed area table. Very smart smile:-)
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Here is a simplified version of the variable box blur filter.

SAT Blur.ffxml
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inujima

Posts: 176
Filters: 26
This is very convenient, Sphinx.
I made a filter using a this script with arranged a little .

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inujima

Posts: 176
Filters: 26
This filter is here.

#Frozen Window v1.ffxml
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
useful

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