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Morgantao
Can't script

Posts: 2185
Filters: 20
Could you upload a demo filter that you would like to use that uberNormalWithAlphaBlend on?

It won't make my fumbling in the dark any better, but will give me a direction maybe smile:D
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Looks like I figured out how to do it myself. Offer off the table... (unless you were just about to post)
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uberzev
not lyftzev

Posts: 1890
Filters: 36
smile:D

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uberzev
not lyftzev

Posts: 1890
Filters: 36
This one iterates 50 copies.... smile8) (anti-aliasing is slow as heck though)

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uberzev
not lyftzev

Posts: 1890
Filters: 36
40 iterations...

6:47 to render smile:(

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uberzev
not lyftzev

Posts: 1890
Filters: 36
Feel free to play with. (Disable anti-aliasing while experimenting for better performance)

Any FF employees want to chime in? Or do you guys need to see more examples first?

uberBlend [STAR].ffxml
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Morgantao
Can't script

Posts: 2185
Filters: 20
Wait in line mister! FF employees are on my case now smile:D
I'm talking about this thread:
http://www.filterforge.com/forum/read...MID=103591
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Morgantao
Can't script

Posts: 2185
Filters: 20
Just took a peak inside your script. That's almost cut & paste what I was doing, but that's not really a suprise because what I did was pretty much cut & paste from the scripting link that Sphinx gave us smile:D

I see you've opted for the down scale option as layer matrix, instead of scaling eveerything out of the screen as you did in the bomber. Any particular reason?

And can you write a detailed tutorial on how all the stuff up to the lookup work? I've seen some of those things before in your filters, and for the life of me, I can't figure them out! smile:|
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Ghislaine
Ghislaine

Posts: 3142
Filters: 270
My first try with uberBlendStar

The first one I made took me more than 10 minutes. But had to reduce at 5 samples, so it tokk me for this one 3 minutes.

I would loke to know how to use the components in this filter. Which components we can change and we do not have to touch. where we can add controls and where we do not have to add some. Well, a tuto would be nice. Please...

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Thanks uberzev for uploading this uberBlendStar filter, it looks very good, I will see how it works and what I can do with it.
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Morgantao
Can't script

Posts: 2185
Filters: 20
Gislaine, you can replace the shape and it's connected thresholds with whatever you want (at the top of the filter).
Try for example to put a star with transparent background and red with 25% alpha as foreground. Just skip the thresholds.
You will see how the rest of it updates.

Basicaly what happens in the filter is this:
You give it a shape or something to chew on. It makes a matrix of small copies of that shape. Then it transforms (rotate for example) each of the mini copies a little different. Now it makes the shapes big again, so naturaly you can only fit one copy at a time in the window. Now the script does it's magic - It takes each one of the copies in the matrix and blends it with the ones before it.

The itterations is the number of "steps" or samples to blend.
The blends modes are:
1 = normal (Like multiblend)
2 = darken
3 = multiply
4 = lighten
5 = screen

I'm not infront of the filter right now so I don't remember what other controls you have...
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uberzev
not lyftzev

Posts: 1890
Filters: 36
If you guys are trying to figure out how this thing works inside make sure you first set 'Iterations' to a number like 5, which will make things clearer visually.
-------------------------------------------------------------------
Added an 'average' mode that blends evenly from all samples

1 = normal
2 = average
3 = darken
4 = multiply
5 = lighten
6 = screen

Component still grabs from right-to-left which is the opposite of what I originally wanted. Not a huge deal but maybe someone has a solution.

Code

function prepare()

   if (get_checkbox_input(HDR)) then
      hdr = true
   else
      hdr = false
   end

   count = get_intslider_input(ITERATIONS)
   BL_MODE = get_intslider_input(BLEND_MODE)

end;

function get_sample(x, y)

   local opacity = 1

   r = 0
   g = 0
   b = 0
   a = 0

   i = 0

   while ( i < count ) do

      ri, gi, bi, ai = get_sample_map(i + x, y, SOURCE)

      if     (BL_MODE == 1) then
         r, g, b, a = blend_normal   (r, g, b, a, ri, gi, bi, ai, opacity, hdr)
      elseif (BL_MODE == 2) then
         r, g, b, a = r + ri, g + gi, b + bi, a + ai
      elseif (BL_MODE == 3) then
         r, g, b, a = blend_darken   (r, g, b, a, ri, gi, bi, ai, opacity, hdr)
      elseif (BL_MODE == 4) then
         r, g, b, a = blend_multiply (r, g, b, a, ri, gi, bi, ai, opacity, hdr)
      elseif (BL_MODE == 5) then
         r, g, b, a = blend_lighten  (r, g, b, a, ri, gi, bi, ai, opacity, hdr)
      elseif (BL_MODE == 6) then
         r, g, b, a = blend_screen   (r, g, b, a, ri, gi, bi, ai, opacity)
      end

      i = i + 1

   end;

   if (BL_MODE == 2) then
      r, g, b, a = r / count, g / count, b / count, a / count
   end

   return r, g, b, a

end;


uberBlend [STAR 2].ffxml
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Going for a 3d-tunnel effect, sort of lame...

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Morgantao
Can't script

Posts: 2185
Filters: 20
I think it's kinda cool.
Would be great if you could animate it smile;)
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Morgantao
Can't script

Posts: 2185
Filters: 20
Quote
Component still grabs from right-to-left which is the opposite of what I originally wanted

What do you mean?
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Ghislaine
Ghislaine

Posts: 3142
Filters: 270
That's mean that all components and controls are inverted (as seen in a mirror). Not sure but I think so.

Love your 3d-tunnel effect uber.
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
get that blendmode selection out of the inner loop and gain some speed smile:-) Since the loop code is very small, you can easily do it like this:

Code

if (BL_MODE == 1) then
   while ( i < count ) do
      ri, gi, bi, ai = get_sample_map(i + x, y, SOURCE)
      r, g, b, a = blend_normal(r, g, b, a, ri, gi, bi, ai, opacity, hdr)

      i = i + 1

   end;
elseif (BL_MODE == 2) then
....
end



Remember that this is the innermost parts, getting called w*h*aa*loop count times, so you want to get as much outside the loop as possible
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Congratulations Ubersev this uberBlendStar is very well done and looks beautiful, and good how you can configure the shapes.

Like Ghislaine I also love the 3D tunnel

Here is one example I have made

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Very well done Ghislaine on the example you have put, I like it much, is elegant, balanced and moving. Well done



Also like much this one from uberzev

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Here is another example that I have made.

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Morgantao
Can't script

Posts: 2185
Filters: 20
Uberzev, is this what you mean right-to-left or left-to-right?

Check out the new control I put, called "LTR \ RTL".

I rewrote the script according to what Sphinx said while I was at it smile:) Thanks Sphinx.

uberBlend LTR_RTL.ffxml
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
Uberzev, is this what you mean right-to-left or left-to-right?


Correct. I didn't mean for it to be a user-option though. (sorry, but nice work you did in there!)

I'll see about incorporating your LTR code, minus the user control. Thanks smile:)

---------------------------------------

Regarding Sphinx's performance boost, I actually had the same notion (really!) but had left it out (temporarily) since it added complexity to the code.
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Morgantao
Can't script

Posts: 2185
Filters: 20
Quote
Correct

Glad I could help smile:banana:

Quote
had the same notion but had left it out since it added complexity to the code

Just thought it would save you some time smile:)

Out of curiosity, what are you gonna do with the LTR? I thought it would be useful as a user option since different blends have different reseults with and without LTR. Can you tell me, or is it gonna be a big suprise in your next filter? smile:D
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uberzev
not lyftzev

Posts: 1890
Filters: 36
To go from RTL to LTR all we do is change


get_sample_map(i + x, y, SOURCE)

---to--
get_sample_map(count - i - x, y, SOURCE)

Simplified your method a bit. smile:)

================================================================

Quote
Out of curiosity, what are you gonna do with the LTR? I thought it would be useful as a user option since different blends have different reseults with and without LTR. Can you tell me, or is it gonna be a big suprise in your next filter? smile:D


Your probably right that it should be a user option. For now I want to keep things simple though.

So to do...
-Optimize code for performance
-Add LTR/RTL user option

uberBlend [STAR 3].ffxml
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Morgantao
Can't script

Posts: 2185
Filters: 20
Quote
Simplified your method a bit


LOL, I was so into adding it as a control that I missed the obvious! smile:deer:
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uberzev
not lyftzev

Posts: 1890
Filters: 36
35 iterations / 9 minutes smile8)

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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
LOL, I was so into adding it as a control that I missed the obvious! smile:deer:

Actually it looks like I messed things up! Results are now flipped horizontal! smile:hammer:

(Didn't notice since I was using a symmetrical star to test with... )

correct code appears to be...
Code

get_sample_map(count - i + x - 1, y, SOURCE)
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uberzev
not lyftzev

Posts: 1890
Filters: 36
smile8)

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Morgantao
Can't script

Posts: 2185
Filters: 20
Heh, I was wondering what the "count - x" is all about smile:D

Nice examples. In the FF example I like the right F better.
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Morgantao
Can't script

Posts: 2185
Filters: 20
Here's something I doodled up with a variation of this filter.
Too bad it took more than 5 minutes with only 5 AA smile:|

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
With source image

Like and love much how you have applied a source image to this. Great



Well done this FF effect, it looks very good and interesting if you can define the base shape.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Here is another example

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
and making a full circle with 21 iterations and Shrinkage value zero

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
a more complex design

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
A spirograph black hole that sucks all the graphics smile:D

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
The Spirograph tunnel into unknown dimension

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
The star circle

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Instead of the 6 sides star I have changed it to 19 sides star and got this. Alsho this have sharp corners

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
15 iterations and Shrinkage value zero

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Modifying the settings of the Polygon component got this

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
And joining both parts

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
The modified settings in the polygon component for the last two examples are this ones

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Morgantao
Can't script

Posts: 2185
Filters: 20
Cool stuff, SpaceRay!

I see Spiroman has struck again smile:D

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Thanks Morgantao, glad you like them.

YES, Spiroman strikes back smile:D

I am thinking on filling all the cells of inside spiro with images, but really I still do not know how to do it.
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Ghislaine
Ghislaine

Posts: 3142
Filters: 270
Is that what you want Spaceray ?

If yes, I'm working on this uber's filter and I'll upload it when finished.

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