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uberzev
not lyftzev

Posts: 1890
Filters: 36
Circular Angle Gradient 2 by uberzev
http://www.filterforge.com/filters/671.html

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uberzev
not lyftzev

Posts: 1890
Filters: 36
I suggest everyone who's used this snippet in the past to update your filters to use the improved version. smile8)

No drastic changes, but its less complex internally, and hopefully speedier and more accurate.
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uberzev
not lyftzev

Posts: 1890
Filters: 36
New in version 3.0:

-Nearly 300% faster render time
-Totally new and simplified internals

smile8)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
uber,

I'd really love to see a 'Gradient Lab' all-in-one filter that combines all the various kinds of gradients there are, all freely rotatable like this one. smile:)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Here's two simple mutations...

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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Just started in this area about two weeks ago.....and this is much faster and more efficient!!! Good one.... Thanks Uber smile:)
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Excellent! Now slam in a switch quickly! smile;)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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uberzev
not lyftzev

Posts: 1890
Filters: 36
I guess I should just update the snippet with these examples built in but I tried to make it as simple as possible. Anyway here's noise overlayed with spectrum...



Quote
Crapadilla wrote:
I'd really love to see a 'Gradient Lab' all-in-one filter that combines all the various kinds of gradients there are, all freely rotatable like this one.
I like that idea a lot. I'll see what I can cook up. smile:D
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Cool. Thought about doing it myself but I'm still only a padawan when it comes to the Ancient Art of Gradients! smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
That's really cool!!! smile:)
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
Crapadilla wrote:
Cool. Thought about doing it myself but I'm still only a padawan when it comes to the Ancient Art of Gradients!
If you want to give it a try you have my blessing. smile:deer:
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Nah, you're the gradient chef. I don't want to ruin the soup!
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
There seems to be a slight discrepancy between the old & new versions. I noticed this as I was about to update my Clockwork Factory filter with the new circular gradient. Check the attached file...

Circular Gradient Old t New.ffxml
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
Crapadilla wrote:
There seems to be a slight discrepancy between the old & new versions. I noticed this as I was about to update my Clockwork Factory filter with the new circular gradient. Check the attached file...

Circular Gradient Old t New.ffxml
Yeah there is a slight difference. The new one is in fact actually closer to "ideal".

By adjusting the gamma curve slightly you may be able to produce results more simular to what you're after.
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Bump! smile:D

This one gets the "StevieJ's Slickest Thing Since Sliced Bread" award.... smile:) .....What??? You haven't heard of that award??? You must be new to Filter Forge smile:D LOL....

Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Zephos
Xyni says "Maximum w00tness!"

Posts: 304
Filters: 31
Excellent job Kraellin! A couple of my filters use an alternate way to get the clock gradient to multi-spoke effect (Like Speedliner), but this Snippet of yours is even more efficient and has a more reliable burst effect to it than the one I used before! Yours can even be rotated to boot! Incredible! Can't wait to implement in into my old filters ^_^
-Zephos
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Thanks Zephos, I'm honored even though you called me Kraellin. smile:D
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Zephos
Xyni says "Maximum w00tness!"

Posts: 304
Filters: 31
... X_X !!! Sorry about that, ahahah X_X At the same time, I was typing a reply to one of Kraellin's posts and I must have gotten mixed up, yes, I would definitely now want to correct that to say uberzev ^_^ Sorry for the mix up ^_-
-Zephos
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James
James
Posts: 676
Filters: 46
Nice one, very usefull smile:)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Cool. I like that you improved both accuracy AND precision! smile;) smile:D smile:D smile:D

Also, it's sad to see this having a low usage rank, when it actually hasn't!
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Zephos
Xyni says "Maximum w00tness!"

Posts: 304
Filters: 31
Heck yeah! This filter is the leading flagship of the circular gradient and multi-spoke effect on Filter Forge! Every time a user cranks up the latest version of Speedliner Lv2, they're using ubersev's Circular Angle Gradient (Not to mention Any Angle Gradient and Proportional Gradient as well) and I'm sure there are a lot of other filters that use it as well ^_^ Snippets are undoubtedly the unsung heroes of Filter Forge, especially ubersev's ^_-
-Zephos
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uberzev
not lyftzev

Posts: 1890
Filters: 36
FF nerds should take a look at the guts of this update. I think it's pretty clever. smile:D
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Indeed it is! Nice observation..
I noticed some constant factors that can be taken advantage of (see attachment). The results are not identical though.

Circular Angle Gradient v4.0 - Sphinx.ffxml
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
uber, that is BRILLIANT! smile8)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Carl
c r v a

Posts: 7289
Filters: 82
very clever how you worked it out smile:)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Sphinx. wrote:
I noticed some constant factors that can be taken advantage of (see attachment).


Couldn't we retrieve the EXACT four colors generated by uber's tone curve setup and manually enter them into the profile gradients, like you seem to have done in your attached filter? Since these colors are constant, the result should be the identical, no?
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Right, thats also what I did, but there seem to be a very small difference (I exported the four through a checker comp., saved as 16bpc png and entered the rgb values from there). I think perhaps some decimals were lost in that process.
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Perfectionist!!! smile;) smile:D
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
uber, any reason you only simplified the filter tree for one of the profile gradients in v4.1? smile;) smile:?:
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
Crapadilla wrote:
uber, any reason you only simplified the filter tree for one of the profile gradients in v4.1? Wink Question

The other profile gradient uses floating point colors that I didn't want to mess with. smile:D
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
here you go:

<ProfileGradient id="profilegradient 02">
<Color1 red="0.2141" green="0.8543" blue="0.0056" alpha="1"/>
<Color2 red="0.2141" green="0.0056" blue="0.854" alpha="1"/>
<Offset value="0"/>
<Rotate value="0"/>
<Repeat value="1"/>
<Profile value="0"/>
<Mirror value="false"/>
</ProfileGradient>
<ProfileGradient id="profilegradient 03">
<Color1 red="1" green="0.0509" blue="0.0509" alpha="1"/>
<Color2 red="0" green="0.5225" blue="0.5225" alpha="1"/>
<Offset value="0"/>
<Rotate value="1"/>
<Repeat value="1"/>
<Profile value="0"/>
<Mirror value="false"/>
</ProfileGradient>

I saved the colors made via the curves in 4.0 via some checker outputs, as 16 bit png. Opened in PS, converted to 32 bit (to get floating point values) and used the color dialog to get the correct values. The values were then entered in the filter XML source (since FF uses 0..255 range and not 0..1 in the UI).
Note that the intensity of the colors are not similar to what you see in the original, however the relational hue difference is the same, and thus the correct hexagonal hue wheel is created (the hue channel is not influenced by intensity).
You can validate by looking at the saturation channel (it should form some sort of hexagonal gradient for this type of hexagonal quantized angular gradient).
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Bump again! smile;)

Can't believe I didn't comment on this way back when smile;)

Love this version smile:D Very clever in shrinking it to size.. smile:)
Stupid things happen to computers for stupid reasons at stupid times!
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Alright - used the 32bit per channel exr format to figure out the constants - see the attached filter. Don't be fooled by the gradients looking slightly different - this is only an overall intensity difference due to a different color handling model in PS - the hues are still the same.

Angular Gradient.ffxml
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rgoer
Posts: 46
Really really clever!

Can you explain why the (hue 90°)..(hue 270°) profile gradient needs that ever-so-slightly funky profile? I don't get it.
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
rgoer wrote:
Can you explain why the (hue 90°)..(hue 270°) profile gradient needs that ever-so-slightly funky profile? I don't get it.
Honesty I came up with this through a lot of trial and error so I'm not sure I can give you a proper explanation. However if you zoom out a bit in the filter editor you'll see the old version which shows more clearly why the wave curve is used.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
I still wonder if anyone can actually explain the theory behind this. Why does it work like it does?

This technique apparently revolves all around color hue and creating a perfect 'hue wheel', and it's got something to do with the hue values of the color pairs being in 180° opposition to eachother, but... smile:| smile:?:
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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