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Vladimir Golovin
Administrator |
The new RGB Math components generate a lot of questions. The questions are currently scattered all over the forum, so I'm creating this thread to answer them all here. If you have a question about a Math component, ask it here and we'll answer it.
Before we proceed to questions, you need to understand two key things about the math components. First, Math components are channelwise. That is, they accept RGB colors and perform the same operation on all their channels. For example, when the Add component is given two colors, R:0.5 G:1 B:2 and R:10 G:20 B:30, the resulting color will be R:10.5 G:21 B:32. Alpha, in most cases, is not processed channelwise – most components just use the intact alpha from the first operand. When answering questions, we'll most likely omit the channelwise nature of these components and explain them as if they had just one channel. And second, Math components operate on real numbers. Not some computer-graphicky numbers remapped into some esoteric range from 0 to 1 or 0 to 255 or -1000 to 1000, but real numbers. If you see an answer that mentions numbers like -1200 or 0.00032 or 750000, this means that you can literally enter those numbers into math components (via the RGB channels in the color picker in HDR mode), and the math components will treat these numbers exactly as your pocket calculator would. For a start, I'll answer some of the questions posted in other threads: |
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Posted: April 13, 2010 5:48 am | ||||||||||
Vladimir Golovin
Administrator |
Ceil, Floor and Round are number-rounding functions (I'm skipping Lerp here, will answer later). They have nothing to do with round or circular shapes. Normally, rounding means truncating decimal values to a nearest integer, but in Filter Forge we included an additional Granularity parameter that lets you round to non-integer levels. Here's an example of how rounding works with Granularity set to 1 (rounding to integers): Source = 8.357, Granularity = 1 Floor(Source, Granularity) = 8 Ceil(Source, Granularity) = 9 Round(Source, Granularity) = 8 Another example – note that Round gives a different result: Source = 8.589, Granularity = 1 Floor(Source, Granularity) = 8 Ceil(Source, Granularity) = 9 Round(Source, Granularity) = 9 |
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Posted: April 13, 2010 5:49 am | ||||||||||
Vladimir Golovin
Administrator |
I can safely say that RGB Math components are the fastest map components in Filter Forge. By all means use them for optimization whenever possible. |
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Posted: April 13, 2010 5:53 am | ||||||||||
Vladimir Golovin
Administrator |
Lerp means linear interpolation. However, Lerp is not the same as the Normal blending mode – they are identical only when both images don't have transparent areas. The difference is that the Blend lays the Foreground layer 'on top' of the background layer, while Lerp just transitions -- interpolates -- between the two. Here's the difference: ![]() |
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Posted: April 13, 2010 6:06 am | ||||||||||
ronjonnie
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Good morning Everyone,
Hey Vladimir, We ALL thank you for your help! You are the man! ![]() Have a GREAT day! ![]() Ron zazzle.com/Ronspassionfordesign*
So much to learn, so little time. |
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Posted: April 13, 2010 6:33 am | ||||||||||
Sphinx.
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Can you explain a little about how the Derivative component work and how many samples it fetches?
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Posted: April 13, 2010 6:50 am | ||||||||||
Kraellin
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ah! thanks, vlad! the Lerp is one i've been waiting for and didnt even know it. sweet!
If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: April 13, 2010 2:15 pm | ||||||||||
Redcap
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I think my biggest question isn't necessarilary what the new math components do, but rather when they would be useful. For example I just downloaded a normal map maker that uses derivatives and I can say without reading a book on the subject I would have never thought to put the components in that order. (Math functions are just not as intuitive as the other components.)
So my question is what can we do with some of the math functions that we couldn't do before. For example your comment on the Lerp showed when and how we would use Lerp in a simple functional way.I will now use Lerp all the time. I will not use derivative ever as it stands because it feels to daunting to me, I don't know when it would be practical in a filter. If you could maybe show just like one new math component a day and a practical application of it, that would be the most helpful to me. Or even if others around the forum did, like you did with the Lerp component. Hope that made sense... |
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Posted: April 13, 2010 3:08 pm | ||||||||||
CorvusCroax
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Vlad: this is a great idea for a thread, thanks for grouping it all together for easy reference!
Most excellent. ![]()
I agree; having a 'maker's intent' sort of brief description for a practical applications of each would probably help demystify the math components and help them be more widely adopted by the community. Examples help a lot. |
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Posted: April 13, 2010 4:16 pm | ||||||||||
Skybase
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Convert RGB to CMY Make new blending modes such as additive exclusion (does not exist) Sort colors using if statements?? I feel like I searched through the web for some inspiration, found some websites with technical math things. But I'm sure I'm missing out on the creative usage of them. |
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Posted: April 13, 2010 5:18 pm | ||||||||||
BenBeckwith |
I didn't think about translucency, that's useful! ![]() |
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Posted: April 13, 2010 6:16 pm | ||||||||||
Kraellin
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uhm, not my quote. one question on the math components. i understand your example of 'add' and channels, but i'm wondering, if you add r=250, g=0, b=0 to r=6, g=0, b=0, does it roll over when it hits 255 or does it just cap it at 255? in other words, would the result there be r=1, g=0, b=0 (rolled over) or would it be r=255, g=0, b=0 (capped at 255)?? If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: April 13, 2010 11:26 pm | ||||||||||
Kraellin
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by the way guys, math components are quite useful for a number of blendings. in paint shop pro we have relatively the same thing in 'arithmetic' filters and even somewhat similar (though not nearly as close as 'arithmetic') in the user made filters of psp. one use is in detecting parts of a very damaged image. by using blend modes and arithmetic in psp it is sometimes possible to detect, a' la convolution methods, parts of an image that are normally unreadable. scanned handwriting is one example of this. by applying arithmetic values to a scanned image with handwriting that is badly faded or marred in some way, one can often pull out that damaged or almost missing info.
another use is in photo art, but i wont go into that that much right now until i've had more of a chance to play ![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: April 13, 2010 11:30 pm | ||||||||||
Vladimir Golovin
Administrator |
Ugh. I guess my exposition in the first post was not enough. Forget the 0...255 range. 0..255 in LDR corresponds to 0...1 in HDR, but Filter Forge's HDR goes beyond 0...1, up to trillions, both in negative and positive directions. There's no capping or wrapping when the result of calculations exceeds some arbitrary threshold, be it 255 or whatever else. Math components operate on numbers the same way your pocket calculator does. 1+1 = 2 10.5 + 10.5 = 21 1000.3 * 1000.3 = 1000600.09 100 * 100 = 10000 9 ^ 9 = 387420489 1 - 100000000 = -99999999 You can literally do the same calculations with Math components. You can literally see the same results in the Color Inspector. You can literally enter millions and trillions and tiny fractions, positive or negative, into the RGB channels via the Color Picker in HDR mode, or into new edit boxes with dials in components such as Scale or Rotate. --- Okay, here's another take on my example with Add. Note that I'm using numbers in the millions, both positive and negative:
Let's return to Kraellin's original question:
It won't cap or roll over -- it will just add the two numbers. 250 + 6 = 256, as you would expect if you were adding two numbers using a calculator. The result will be R:256 G:0 B:0. Everyone, before we proceed to further explanations about math components, you really need to read and understand both points I make in the first post of this thread. |
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Posted: April 14, 2010 12:39 am | ||||||||||
KGtheway2B
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My question refers more to the HDR in FFv2 than these new math components, but I think it may be something others are wondering about as well.
I think I understand the idea behind the math components, they basically do whatever operation is applied to each of the RGB channels then spit out the result of the two, (Sum, quotient, root, trigonometric function, etc). They seem to mostly operate on a "per pixel" sort of method (I know FF doesn't use pixels, but for sake of understanding) where FF looks at only the local area; in other words, THIS "pixel" plus THIS "pixel" = THIS. (The exception would be, Derivative which I'm guessing looks at the nearby "pixels" and interprets rate of change, as derivatives are always intended to do) ANYWAY: What I'm having a hard time understanding is the usefulness of values beyond the 0-1 range. Unless exporting to an HDR format, won't values that extend beyond the normal 0-1 range simply appear to be clipped when saved? If I have a vertical gradient that goes from 2 to 0 and save it as a LDR PNG, it will simply look like a lesser smooth gradient with a ugly bigger white area. What does HDR (within the confines of creating exported LDR outputs in FF) enable us to do that we couldn't otherwise? Feel free to shift this post to a new topic if it's too divergent, but I'm guessing that I'm not the only one here wanting to understand this a bit more. |
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Posted: April 14, 2010 1:27 am | ||||||||||
Vladimir Golovin
Administrator |
This is all correct.
Yes, they will.
Yes, that's the result you'll get.
Your examples revolve around the final result, and your feeling is correct -- HDR is mostly useless for the final result (unless you're working on something that requires HDR colors). HDR is useful in the process of generating the final result, that is, in the middle of the filter tree. Take, for example, the new Free Gradient component. It lets you specify the X and Y coordinates of gradient endpoints. If Filter Forge had only positive finite colors (a.k.a. LDR), it would be impossible to place the endpoints beyond the image boundaries. With the HDR colors, you can easily specify a negative endpoint coordinate which lets you place the endpoint anywhere you want. You can do the same with rotation axis of the Rotate component, or with the scaling origin point of the Scale component, or the corners of the Free Rectangle, or the centers of Free Ellipse and Free Polygon. With the LDR colors, the point coordinates would be confined to the image bounds, while with the HDR coordinates, you can place them anywhere, including areas beyond the image boundaries. |
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Posted: April 14, 2010 2:50 am | ||||||||||
Vladimir Golovin
Administrator |
To produce one output sample, Derivative takes two samples of its Source input. The samples are located on a line passing through the original sample point (shown as "Target Point" in the picture below), to the right and to the left of it (shown as "Sample 1" and "Sample 2" in the picture below). The distance between these two samples is very small. Each output color channel is calculated as a difference between the two sampled channel values divided by the distance between the sample points. As other Math components, Derivative is channelwise – all these calculations are performed for each RGB channel separately. The resulting Alpha channel is calculated by averaging Alpha channels of the two samples. ![]() |
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Posted: April 14, 2010 6:01 am | ||||||||||
CorvusCroax
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Hi Vlad,
Again: great thread - this is very helpful. You'll have the help file written in no time like this! |
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Posted: April 14, 2010 12:03 pm | ||||||||||
Vladimir Golovin
Administrator |
Well, that's part of the reason why I started this thread ![]() Everyone, please keep the questions coming. If you find my wording unclear, please do point it out! |
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Posted: April 14, 2010 12:12 pm | ||||||||||
Kraellin
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ok, i get what you said about arbitrary thresholds. that's fine. but what i dont get is, and mind you i'm beginning to realize i've been locked into a fixed rgb value mode for a while and that i may have to break out of that now, what value is a number in the trillions if you cant display it as anything but white. wouldnt you have to re-scale the entire color spectrum in a different mode and system and value package (not rgb, not hsb, not Lab, and not all the others) to accomplish any real display value to a number like 123,498,532? and maybe you are already doing that in HDR and maybe that's why i'm struggling with this now, so please, bear with me. but here's where i lose you:
i guess i dont understand how HDR is 0...1. so, if HDR is that, then all your floating point values inbetween (which is essentially infinite) get assigned a color value? and then, if FF's HDR breaks out of the 0...1 range, up to trillions like you say, then isnt there still going to be a white threshold, where anything above a certain value is going to be white and if so, then what is that value/threshold? If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: April 14, 2010 1:03 pm | ||||||||||
KGtheway2B
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HDR isn't limited to 0 to 1, it can be any floating point value (including negatives). How filterforge "chooses" a color all depends on what you are saving the file as. If you save it as a 16bit PNG, you only get 16bit color precision. Lets throw out some imaginary numbers to use as an example: Lets say after all my magic mathy math is done, I have these values at one point: (INTERNAL FF) R: 3000.0000000 B: 0.2123456 G:-2.7784857 If I export to a HDR format with a bitrate that corresponds to 2 decimal places, FF would export an HDR image like this: (EXPORTED/SAVED AS HDR FORMAT) R: 3000.000 B: 0.212 G:-2.778 Now I export to an LDR format. (LDR means that any values below 0 or above 1 will be clipped correspondingly. Assuming 16bit PNG This would be something like: (EXPORTED/SAVED LDR FORMAT LOW BIT RATE) R: 1 B: 0.212 G: 0 If I saved it again but using 32bit PNG, I simply get more precision:(EXPORTED/SAVED LDR FORMAT HIGH BIT RATE) R: 1 B: 0.212345 G: 0 Aaaannnd hopefully that answers your questions. Please correct me if I err |
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Posted: April 14, 2010 8:05 pm | ||||||||||
BenBeckwith |
One example of how video games take advantage of HDR is by having >1 values contribute to a glow effect. The amount over 1 determines the brightness of the glow. The glow itself comes from a blurred version of the values >1 added on top of the original image.
I've attached a filter as an example. The first part that is separated doesn't really matter, it's just me converting the default image into a 0-4 range and tone curving it to make this clearer. What is really happening is a subtraction of 1 (cuts out 0-1 values, don't need to deal with them) into an If, which is saying "if you're <0 then be 0, if you're >0 then you're okay." In other words the negatives are clamped to 0 (all the original 0-1 values were pushed into the negatives by the subtraction). So now Blur only effects the original >1 values. Then it's blended back onto the original image. It's not the best or most creative use of HDR in FF, but it's one simple example of the benefits of HDR (at least for games). HDR Bloom.ffxml |
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Posted: April 14, 2010 10:01 pm | ||||||||||
Vladimir Golovin
Administrator |
Yes, to display an HDR color on a LDR device, we would have to somehow fit it into the LDR range. The technical term for this process is Tone Mapping. But bear with me. Displaying is not the only thing you can do with colors in Filter Forge ![]()
Yes, Filter Forge can't display colors brighter than 1 as anything but white, and colors darker than 0 as anything but black (without performing tone-mapping on them). However, let's remember that Filter Forge also uses colors for purposes other than just display. The key concept behind Filter Forge's power and flexibility is Parameter Mapping -- that is, the ability to to control a parameter of a component with an image produced by another component. Essentially, a component whose parameter is being mapped interprets the color it gets from the map-providing component as a numeric value. For example, when you're mapping a Roughness parameter in a Perlin noise with a gradient (as shown in this picture), the Perlin noise component converts the brightness of a gradient at a particular pixel to a number, which is then used for calculating the Perlin noise function for the corresponding pixel of the output image. In that example, the the leftmost pixels where the gradient is black correspond to a numeric value of 0, and the rightmost pixels where the gradient is white to a numeric value of 1. (Actually, the Roughness slider in Perlin Noise component is ranged from 0...100 but that was made for user convenience, its actual internal range is 0...1). Mapping a finite ranged parameter, e.g. a slider, is simple. Black pixels of the map correspond to the leftmost slider position, and white pixels to its rightmost position. But what if a parameter you want to map has no range? Consider, for example, the parameters for gradient endpoint coordinates in the new Free Gradient component: Start X, Start Y, End X and End Y. All four parameters are represented in component's properties as big edit boxes with dials near them. They aren't represented by sliders -- you can't fully represent an unlimited parameter with a slider because sliders always have a minimum value and a maximum value. Now, suppose that you're trying to map one of these unlimited, rangeless parameters. If there were no HDR colors in Filter Forge, you can only vary the target parameter within the range of 0 to 1 (remember, black areas of the map correspond to 0, white to 1, and grays to values in between 0 and 1) -- you would have no way to set values lower than 0 and higher than 1 via parameter mapping. With HDR colors, you can map rangeless parameters with any values you want. |
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Posted: April 15, 2010 7:57 am | ||||||||||
Kraellin
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ok, this is cool stuff. i'm getting quite an education here and i appreciate it, guys. thanks
![]() so, when i shoot 3 shots with -1, 0, +1 exposure values (ev) in RAW on my digital camera and take those into an HDR program to process into one HDR pic, there is always a 'tone mapping' part to the program at the end of the whole process. so, what it's doing is processing the HDR numbers into LDR numbers for the sake of viewing? If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: April 15, 2010 5:01 pm | ||||||||||
Vladimir Golovin
Administrator |
Exactly. Tone-mapping of HDR photos into LDR range gives you practical benefits. For example, your short-exposure shots capture detail in well-lit areas but lose detail in dimly-lit zones, and vice versa with long-exposure shots -- they capture more detail in dark corners, but bright areas get overblown. When you assemble an HDR picture from several shots taken with different exposures, the resulting HDR retains all the detail captured by all the shots you feed into it. Then a tonemapper can compress the dynamic range of the final picture in such a way that it retains details captured by different exposures. (For some reason I considered wedding photography as something mundane and usually mediocre, so I was quite amazed when I saw a wedding photographer here in Russia shooting to RAW with bracketing, assembling the shots into HDR and outputting a tone-mapped result -- the quality was superb.) |
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Posted: April 16, 2010 12:26 am | ||||||||||
CorvusCroax
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So, suppose you have a filter with a bunch of HDR values. (say from Derivative node) What's the best way to convert down from HDR back down to LDR?
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Posted: April 16, 2010 1:30 am | ||||||||||
Vladimir Golovin
Administrator |
"Best" for what purpose? |
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Posted: April 16, 2010 1:37 am | ||||||||||
KGtheway2B
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I was wondering a similar thing, lets say I have a linear gradient that ranges in value from -5 to 5, are there any methods could be used to, for example, take this range of 10 and compress it down to the 0 through 1 seen in LDR.
The assumption is that the output would look like a and get what looks like a normal linear black to white gradient. I'm not sure this is really useful or not, but at least two of us thought of this independently so it might be worth answering. Take a look at the attached filter question.ffxml |
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Posted: April 16, 2010 2:12 am | ||||||||||
Mike Blackney
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I think for that, you just do the maths. If you have -5..5 range and you want it to be 0..1, you do
If you wanted it to have more fidelity on the numbers that were (say) originally from -2..2 you could then use a tone curve. |
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Posted: April 16, 2010 2:27 am | ||||||||||
Vladimir Golovin
Administrator |
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Posted: April 16, 2010 3:53 am | ||||||||||
Vladimir Golovin
Administrator |
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Posted: April 16, 2010 3:56 am | ||||||||||
Vladimir Golovin
Administrator |
Speaking of the Derivative component specifically, its output is usually "symmetrical" in a sense that the numeric values are balanced around zero and extend to similar levels both positively and negatively (e.g. from -10 to 10, from -3 to 3, from -7 to 7 etc.) To meaningfully convert Derivative's output to LDR you have to know the approximate amplitude of it's output -- for my previous examples, that amplitude would be 10, 3 or 7. You can use the Color Inspector on the Derivative's output to get the idea how large the amplitude is. When you know the approximate amplitude, conversion to LDR is simple:
Derivative Compressor.ffxml |
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Posted: April 16, 2010 6:58 am | ||||||||||
Vladimir Golovin
Administrator |
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Posted: April 16, 2010 7:01 am | ||||||||||
Crapadilla
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Strange. I can already foresee somebody requesting a versatile Normalize component that automates this manual compression procedure and makes the Derivative component instantly useful with any source input.
![]() ![]()
I have a feeling it might be the missing Normalize component... ![]() ![]() --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: April 16, 2010 7:38 am | ||||||||||
Vladimir Golovin
Administrator |
Dilla, there's a conceptual problem with that. To implement an automatic range compressor, you need to know the maximum amplitude of the image to be compressed. To know the amplitude, in turn, you need to have the entire image in question already rendered so you can cycle through its pixels to determine the maximum.
Unfortunately, there's no such thing as a "fully rendered image" at any stage of the Filter Forge's rendering process. That's why we still don't have components such as Auto-Levels or Minimum Level or Maximum Level that accept source images via inputs, and that's why we provide these components only for the source image loaded into FF, which we have available right from the start, at any rendering stage. |
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Posted: April 16, 2010 7:46 am | ||||||||||
Kraellin
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ah, i hadnt even thought of the short and long exposure potentials regarding more detail. i sort of knew what HDR was doing, but hadnt thought it through completely. and the tone mapping was something of a mystery. i had sort of niched it as some sort of weird curves thing without really knowing what it was or did. and i hadnt even thought of shooting 'mundane' things like weddings in HDR. i imagine that would be fairly dynamic on the end result. have you got a web page for that photographer? would love to see his results.
thanks, vlad. this is filling in some blanks for me and boy, are there a lot of blanks ![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: April 16, 2010 8:11 am | ||||||||||
Vladimir Golovin
Administrator |
Nope -- I believe he doesn't even have a web page ![]() I do have one example, but it's a fake one (I made it in 3DS Max). It's the Earth from the promo page for Transform components. The point of the example is that you physically can't capture both the daylight and night lights in a single exposure -- the level of our civilization's night lighting is nothing compared to the daylight levels. So a physically correct shot of the Earth would either have the night side totally black while retaining detail on a daylight side, or the daylight side would be compeltely overblown into hot white while the night lights are visible. ![]() |
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Posted: April 16, 2010 8:34 am | ||||||||||
Kraellin
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yup, we have a forum on retouchpro for HDR. as might be expected from my lack of knowledge in the area, i havent spent a lot of time in that particular forum, but i do love some of the images that get posted. i've even tried one or two of the HDR/tone mapping programs, but i wasnt shooting RAW back then and just doing the single image input wasnt producing very good results. now that i have a camera that shoots RAW, and with some of the things i'm learning here, i may well give it another shot. if i do, i'll post something on the forums here.
If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: April 16, 2010 8:38 am | ||||||||||
Vladimir Golovin
Administrator |
You should also consider exposure bracketing -- RAW formats still have a limited dynamic range, which is usually wider than LDR but still might be insufficient for your HDR purposes. (Hey, we're hijacking the thread ![]() |
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Posted: April 16, 2010 8:46 am | ||||||||||
CorvusCroax
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Uh... The most elegant way? I'm finding that, with just the little bit of working with the new HDR environment, I end up with bits and pieces of out of LDR range values, when I need an LDR value. (But I can't see them withought poking around w/ the eyedropper) So I thought there might be some simple way to clip the image back down to LDR.
Ah... I see. btw: I think I'm going to add a 'as Mike suggested' y/n checkbox to all my filters from now on. ![]() I guess I'm having WYSIWYG "what you see is what you get" disconnect. There is now a lot of stuff going on that we don't necessarily see without poking around w/ the eyedropper. (and it can now also be outside the window.) |
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Posted: April 16, 2010 11:52 am | ||||||||||
Vladimir Golovin
Administrator |
We'll add a couple of simple tonemappers (Clip and Knee) in the next beta. |
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Posted: April 16, 2010 12:12 pm | ||||||||||
Crapadilla
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I should've known there was some reason you didn't already implement it. ![]() Now, this goes way off-topic, but what if the (theoretical) Normalize component utilized an undersampling method to compute an approximation of the source inputs' minimum and maximum values? The finer the undersampling rate, the more accurate the normalization (at the cost of render-time, of course). Undersampling might even be a solution for other user-requested components, like the dreaded Average Color with source input. Well, just a random thought. I'm guessing you've already explored something along these lines, so let's get back on topic! --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: April 16, 2010 1:14 pm | ||||||||||
Kraellin
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thanks, vlad.
and yes, i've done a tiny bit of exposure bracketing and will be getting into it more. i've been slowly moving to setting up to do some HDR photography and i'm close now. if i get any decent results i'll post here on the forums or over on retouchpro and link to it here. If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: April 18, 2010 12:39 pm | ||||||||||
Vladimir Golovin
Administrator |
Here's a fragment of the help article on HDR colors I'm currently working on. Does it clarify the confusion?:
Here’s an example table showing some colors in both HDR and LDR modes. Note that the both HDR and LDR colors for the first three rows are identical, despite the different display ranges of their RGB channels: ![]() |
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Posted: April 19, 2010 3:12 am | ||||||||||
Vladimir Golovin
Administrator |
Another help fragment on the relationship between HDR colors and RGB Math components:
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Posted: April 19, 2010 7:07 am |
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