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crasse
Posts: 14
Hi there ! smile:)

I'm using filters with bomber node and Perlin noise node. Both of those nodes have a "variation" pin that takes int as input.

I'm trying to make variation pin value varying according to some information within the filter (ie average R, V or B value from the input image) or even just randomizing it at filter load to have a different variation value each time the filter is loaded/executed.

I'm trying this because I'm batching animated image sequences (using the Aba Batch tool) and I want the variation pin value of the bomber node and the perlin noise node to be different each time an image is rendered without having to change it manually as i'm batching.

weirdly it seems that FF only provide controllers to connect to grey (value) pin. None of the other nodes have grey output (only green/map or blue/curve).

So my question is : is there a way to connect something to the variation pin (other than a manual controller) or to randomize it automaticaly on each execution of the filter ? (other than using the randomizing function because the batch tool doesn't have access to it) ?
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crasse
Posts: 14
oops sorry I posted it in the wrong section (I wanted to post it the general discussion section, but I got both tab open and messed up) sorry about that smile:|
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xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
I haven't used Aba's Batch tool but it looks like it can only animate Sliders not Int Sliders. So it seems the thing to do is connect a Slider to the bombers Variation input. Despite the red warning it should work.
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crasse
Posts: 14
Hi !

Thanks xirja for your help smile:) , the fact is that I can access the slider connected to the bomber variation pin through the Aba's batch tool, but the tool's behavior is different from what I try to do (It generates numbers of different variation values for 1 image, not a single different value for each image of a sequence) And i didn't found a way to do that. Aba told me that it's not possible, but on other side I found out about the EarthBound's batch wrapper, which seems to be able to do that.

I tried it, it works, but i got some problems with it atm, I'll try to see that directly with EarthBound.

again thanks
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Getting the variation from the input image is about the only way to do this, and you will have to re-structure the filter to work with it.

For example, to get a different "variation" of a perlin noise, you might use two lookup components to drive an offset for a scaled-down perlin noise and then scale it up to the size you actually need it at. Or some such thing.

Similarly for Bomber, except if placement of rows and columns is critical, you'd want to quantize the offset to the number of columns/rows.
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crasse
Posts: 14
Hi !

thank you ThreeDee !! I didn't even noticed the lookUp node and it's the solution ! as you told, using it on the image and then linking the output of 2 different lookup nodes to offset and rotation node to rotate and offset different Perlin Noises present in the filter structure, and using those Lookup value on the offset V and H of the bomber really did the job !
Now while batching a sequence, everything moves a bit from frame to frame (noise and bomber) giving a really better impression of an handdrawn/painted animation !

thanks a lot !
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