Betis
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True Variable Blur by Sphinx.
http://www.filterforge.com/filters/9988.html ![]() Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: December 11, 2012 2:02 am | ||
Betis
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Woah!!
![]() Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: December 11, 2012 2:02 am | ||
Betis
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Turning max blur up a lot brings in a lot of alpha... maybe from a seamless issue?
Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: December 30, 2012 6:09 am | ||
Sphinx.
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Do you have an example?
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Posted: December 30, 2012 6:19 am | ||
Betis
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Sure! I just used the default preset and turned up the max blur to 100 (but it happens at values before that too)
Also the presets don't work when I download it. Probably because the preset shapes aren't hooked up to the main script node lol Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: December 30, 2012 2:13 pm | ||
xirja
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Sadly this filter persistently crashes FF 3.011 on mac OS 10.6.3. Tried several edits of the ffxml, but it is still a problem. The presets render, but not one square of the render window does before crashing. Part of the crash log says something about Thread 15 (or Thread 0 if in 1 CPU mode):
Thread 15 crashed with X86 Thread State (32-bit): eax: 0x0000003c ebx: 0x97712309 ecx: 0xb0826a4c edx: 0x977124be edi: 0xb0826f28 esi: 0xb0826aa8 ebp: 0xb0826a88 esp: 0xb0826a4c ss: 0x0000001f efl: 0x00000247 eip: 0x977124be cs: 0x00000007 ds: 0x0000001f es: 0x0000001f fs: 0x0000001f gs: 0x00000037 cr2: 0x1f0c76dc _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: January 1, 2013 5:02 am | ||
Skybase
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LUA component is quite buggy on the Mac, so it kinda blows up. It works ... sometimes doesn't... hangs in both realms. So this filter does explode, but it's not the author's fault.
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Posted: January 1, 2013 5:36 am | ||
xirja
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Some Lua bug fixes we'll happily wait for
![]() The alpha issue appears when the source image is a color component, but not when the source is an image component no? _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: January 1, 2013 6:01 pm | ||
Betis
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When the blur map input is a color or the summed area table input?
This setup had the tree default image processed by the blur and plugged into the Summed Areat Table input. The Radius input is a black and white map supplied by the preset inputs in the filter. However if the blur input is a solid color and blur level at 100, the alpha problem does not appear. Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: January 2, 2013 1:42 am | ||
Sphinx.
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FF changed the way the color/image control works in FF4 so the filters demo shapes are not working in FF4. I'll fix that.
I see the alpha problem too - I'll see what I can do about it..might have to tweak radius = 4 * (1 / (radius * 2)^2). About the instability issues: if a filter crashes, it is a problem with FF. However it is possible to construct the filter without script components (its just way more work), so I'll consider a script free version. |
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Posted: January 3, 2013 1:59 am | ||
Sphinx.
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Update in queue.. fixes the FF4 and alpha problem
![]() Script free version will not be made atm. - I'll wait till grouping is introduced in FF4.. |
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Posted: January 5, 2013 4:20 pm | ||
Betis
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Awesome! It's perfect now
![]() Although one question... MAGIC constant? seems to be just over 4... Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: January 7, 2013 3:30 am | ||
Sphinx.
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Heh, well some of that "MAGIC" is simply a precalculation (4). The rest is compensation for the slightly off box blur result (it is so small an error that we don't care about it in normal blurring contexts).
If you take a white rectangle covering 0,0 .. 1,1 (the whole view) with black as outer color, blur that 100% using non gaussian blur (box blur), then you can inspect the values and see that they are slightly off the expected result.. That had an impact on the alpha and general brightness when used this way. Zzz.. |
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Posted: January 7, 2013 2:07 pm | ||
3dsBlend |
I allready made one that works perfectly lol, and it's not square-like...
Haloo! Enjoy this page while you're here! xD |
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Posted: June 4, 2013 11:16 pm | ||
Melissa Wiederrecht |
This is amazing!!!!!! Exactly what I really really need. (Like I would pay money for it need.)
Except.... I really need it seamless. I spent like 5 hours the other night trying to figure out how to make it work seamless... and utterly failed lol. Any idea what can be done to make it work seamlessly? When I enable seamlessness and check the seamless box I get a completely empty canvas.... like zero alpha empty. (BTW, I made my own version... which IS seamless, but is super slow. I don't yet quite understand the summed area table algorithm enough to work with it. I just took random samples around every pixel and averaged them.... with the number of samples being controlled by a slider.) |
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Posted: February 13, 2020 2:52 pm | ||
emme |
Different approach, but perhaps this will be useful. Works with seamless tiling. Crank up the quality or antialiasing to smooth out the noise.
variable sample offset blur v001.ffxml |
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Posted: February 13, 2020 7:17 pm | ||
Melissa Wiederrecht |
Thanks for your help emme! That is a really really interesting way to do this. Unfortunately fighting that noise is tough and when I crank up quality and anti-aliasing enough to make it smooth it is pretty much as slow as my version lol. But wow what a creative way to do this! I will keep playing with it.
Thanks again! |
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Posted: February 14, 2020 8:25 am | ||
Sphinx.
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Funny, emme - I was just down that road the other day, thinking about a truly procedural approach. My filter was basically the same. I was somewhat unimpressed by how many samples it took to make it look less noisy...
Melissa, try the classic seamless-processing-with-a-non-seamless-filter trick: create a version of your image that is 3x3 tiles of the original image. Process the image and then crop the image so the center tile remains. It should be easy to make a modified version of my filter to do this ![]() I have worked on a seamless version (and I believe it is possible), but it is not an easy thing. I've also been exploring weighted approaches, (3x box blur in series @ 1/3 radius resembles a nice gaussian, although not theoretically a gaussian blur) |
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Posted: February 14, 2020 11:45 am | ||
Melissa Wiederrecht |
Ooooooo also a very good idea!
Ok now here is where my newbie-ness will show.... Would I not lose resolution doing it like that? As far as I have seen so far I don't know of a way to make the tile be 3x as big in an intermediate step so I can get the same resolution out in the end after cropping. (I mean... I suppose I could do the triple-ing and cropping in photoshop... but let's say we don't want to do that.) Is it possible to do what you described in filterforge without losing resolution? (I did put it together in the way I imagined... using lookups and gradients to scale... and got a very pixelated effect. Maybe that's not the right way?) Thanks for replying and helping! |
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Posted: February 14, 2020 12:11 pm | ||
Sphinx.
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I can see what you mean when trying to do the scaling within FF - I tried a similar construction and ended up with a pixelated result too. The bitmap based components (e.g. Blur) can be hard to figure out regarding internal resolution.
Try making the image tiling in Photoshop (or what you use) before processing with FF. Its not ideal, but it should work :-/ |
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Posted: February 14, 2020 5:42 pm | ||
emme |
Learn to embrace the noise. It's the only true way haha
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Posted: February 14, 2020 7:55 pm | ||
Melissa Wiederrecht |
Cool, ok thanks for the help guys! I really appreciate it.
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Posted: February 16, 2020 12:26 am |
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