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uberzev
not lyftzev

Posts: 1890
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For example make a profile gradient and set it's profile to smooth. Now is there a way to take that gradient's output and restore it to a linear profile?
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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You mean like this...?

Un-Curve_.ffxml
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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uberzev
not lyftzev

Posts: 1890
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Yes, except you cheated and used a reverseable curve. I need to get it to work with the smooth (1/2 sine) curve.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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If one could replicate the 'smooth' curve built into the profile gradient with curve components, then one should also be able to invert+reverse that curve, no?
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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uberzev
not lyftzev

Posts: 1890
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Quote
Crapadilla wrote:
If one could replicate the 'smooth' curve built into the profile gradient with curve components...
You can, just grab a step curve and drag its smoothness to 100.
Quote
...then one should also be able to invert+reverse that curve, no?
No, the problem is that its symmetrical so reverse+invert does nothing.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Yes, I see your dilemma now... smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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uberzev
not lyftzev

Posts: 1890
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It seems to me that if you know the exact curve used to adjust an image there should be some way to reverse the effect.
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ssamm
Posts: 364
Filters: 21
Can you give another example of the problem?

To make a smooth curve become a linear curve you could just blend it with a linear curve with the linear part being at 100%. (I.e. I think I don't understand the question enough.)
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uberzev
not lyftzev

Posts: 1890
Filters: 36
ssamm I'm trying to make this "repair" starting from the output of the smooth gradient. For what I need you can't mess with its imputs.

I think the answer lies in a Sine to Triangle wave transform. The problem is the math totally escapes me.
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ssamm
Posts: 364
Filters: 21
Actually I was imagining putting the smooth gradient back into a curve and then blending that with the linear curve. (So I wasn't really touching the input into the smooth gradient...)

I'm sure this isn't the type of repair you're looking for, though. smile:)





uncurvemisunderstood.ffxml
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uberzev
not lyftzev

Posts: 1890
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thanks for the try ssamm, that doesn't do what I want though.

smile:cry: smile;)
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aides
Posts: 5
Filters: 2
Is this what you mean?

There are 4 examples : Profile Gradient (Smoothed & Reflected Smooth), Step & Impulse.
Impulse is not quite right & doesn't account for the shape & balance functions of the component.

smile:?:

Reverse Smooth.ffxml
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aides
Posts: 5
Filters: 2
Corrections to my previous snippet.

1) Corrected an error in the STEP example.

2) Have combined the various Profile smoothing options (smooth, reflected)into a single example.

3) The various controls on the inputs of the smoothed profile are included only for demonstration/testing of the various modes.

4) Have removed the Impulse example (this one is complicated!).

But I think that this is not what you are looking for. These examples only re-create the linear smoothing curves - what you want, I think, is how to recreate the smoothing curves ??

Reverse Smooth 2.ffxml
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aides
Posts: 5
Filters: 2
uberzev
Disregard my previous posts - I (think I) misunderstood.

This is closer, but is still not quite correct !!
I think it has to do with the hue/sat/lit of color 1 & color 2 ???

Maybe you can work it out from this !?!

Ex: 1 = Profile - Linear to Smooth
Ex: 2 = Profile - Smooth to Linear
Ex: 3 = Step - Smooth to Linear



Reverse Smooth 3.ffxml
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Thanks for the attempts aides, you have the right idea on those examples, its just the precision is lacking a bit.

Here's the exact curve (inverse sine) I need to solve this problem...



I can't seem to make it using the available tools. (I cheated for this example by making it a shape first)
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byRo
an Englishman in Brazil

Posts: 138
Filters: 8
I've been away awhile stringing nodes together in Poser.
When I recently made a Cartesian / Polar converter there, a colleague (bagginsbill) suggested a very neat ArcSin() implementation. See here: RunTimeDNA

Basically, in 0..1 space this becomes:

1 - sqrt(1-G)*(1 - 0.135036*G + 0.047276*G2 - 0.011923*G3)

G = Gradient, G2 is G squared and G3 is G cubed.

I'm a bit rusty in FilterForge, and I'm sure you can fix this up quite quickly.
[ BTW, as I remember: use Gamma = 30,1029995663981 for Sqrt() ]

Rô

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My favourite question is "Why?".
My second favourite is "Why not?"
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Thanks for the reply byRo. I really wish I understood all that math. smile:eek:

There's no rush on this really, It's just I figured out a way to make a 99.999999% perfect radial angle gradient and I need this exact curve to achieve it.

(In the meantime you guys will just have to make due with the current 99.5% perfect version.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Man, you scare me!
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aides
Posts: 5
Filters: 2

There are 2 implentations of ArcSin()here.

The first is a simple, close approximation(97% ??).

The second is (I think !) an implementation of the formula given byRo.

Hope this helps.







ArcSin i1 j 2o.ffxml
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Brilliant aides. That second example is 99.999% perfect. We're lucky to have geniuses like you and byRo around. smile8)

I've made a simplified version of your implementation. It shows were we're very close to perfection.

I think the minor differences lie in a lack of precision. FF goes all the way up to 8 digits and byRo only posted 6. (I could be wrong though)

Arcsine.ffxml
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ssamm
Posts: 364
Filters: 21
Very impressive stuff, guys -- rather educational.
I doubt general users/artists would use this sort of math much -- but it is intriguing nonetheless. (I.e. I'm also glad you scary type of people are around. smile:) )
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Ken
CameraKen
Posts: 136
Filters: 16
Hi.

Brilliant Aides.
And thanks for the check box memos. They really help to understand how it works.

Ken.
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byRo
an Englishman in Brazil

Posts: 138
Filters: 8
Zev, the formula I gave above can be seen HERE in it's original form.
Don't forget that it is an approximation, so even if you throw 20 digits at it you'll still have some inherent error.

Just to be different - here's an interative calculation. It's v...e...r...y slow, but folks might find it interesting.

Rô

Sine_Inversion.ffxml
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My favourite question is "Why?".
My second favourite is "Why not?"
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