Burt
Random Old Guy
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I added this suggestion to the wishlist but wondered if it might be possible with scripting. Figured I'd post it in case anyone thinks it is worthy and has too much time on their hands.
I am working on a coral like filter like this
I was trying to place some polyps in the openings of some of these holes but it is hard to match the Offset component and the Smudge output. I did work out some close placements but I was thinking it would be great if there was a 'helper' component that could be connected to the Smudge output and would generate an X and Y offset from the Smudge component settings. Not sure if it could be exact but if there was some way to average it might be good and that could be fed to the offset for the polyp shape (or whatever other thing needs more precise placement.
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Posted: February 24, 2013 3:17 pm |
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Sphinx.
Filter Optimizer

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You can "extract" the offset/distorted space from the smudge by running an XY map into it, i.e. put x (horizontal gradient) into red and y (vertical) into green. You then extract the channels again from the output. You can use it directly with Lookup to remap a texture as if it were processed by the smudge (note that this is not exact, but close).
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Posted: February 24, 2013 4:27 pm |
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Burt
Random Old Guy
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I have not used those math components yet. I'll try working through the help file with what you said. Thanks.
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Posted: February 24, 2013 5:40 pm |
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Skybase
2D/3D Generalist

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Here's a visual picture of what Sphinx is describing. No need for math components
The nerdy part is that we're processing the data in a single stream instead of having two smudge components or more. This way we don't add more render time plus it's easier to handle our output provided we only need to control 1 component to get the desired result. You then just need to extract the outputs from each color channel.
Extra tip: you can feed up to 4 separate black and white images into a single stream using this method. The three obvious ones are by connecting the RG and B channels, our last image is the alpha channel.  In our example we only need 2 pieces of data, the X and Y output for the distortion.
Very cool image 
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Posted: February 25, 2013 3:42 am |
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Burt
Random Old Guy
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Thanks for the initial post Sphinx, and for the visual clarification Skybase. I will make the changes tonight and see how it goes. Much appreciated.
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Posted: February 25, 2013 4:36 pm |
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Indigo Ray
Adam

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Thank you Sphinx/Skybase. I did not know about this technique. However, it is not faster than simply running a texture through a smudge component.
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Posted: February 25, 2013 7:13 pm |
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Burt
Random Old Guy
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I just wanted to show that the 'polyp' circled in red were placed pretty darn well - so thanks for this. I have some other questions related to placing the white polyps but off topic for this forum so will place them in Creating Filters.
If you have time and don't mind can you explain in somewhat simple language how what you sugested works? It seems very powerful.
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Posted: February 26, 2013 3:44 pm |
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Sphinx.
Filter Optimizer

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Indigo - the point is that we want a method to replicate the distortion of a smudge several times (since it is quite expensive) with different inputs - as if we had multiple smudges with the same settings. Skybase only showed one remapping/lookup - you can hook up as many as you want. Moreover the actual purpose with Burts challenge was to get something for horizontal/vertical offsets or similar (I think)
I reckoned the distortion map (XY map) could be a step in the right direction.
Burt - did you hook the X and Y channels directly to the bomber (where?) or how did you use them?
Think about how coordinate space/a classic coordinate system would "look" if you were able to view the dimension/axis values. Horizontal values near 0 would be dark and values near the end would be bright. In FF we have 0,0 as the top,left position and 1,1 as the bottom,right. So we can easily construct that with gradients and pass them through distortions etc..and use the result for various purposes...
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Posted: February 27, 2013 11:43 am |
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Burt
Random Old Guy
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I have to admit how little I know. Based on what you said and Skybase's screenshot I simply broke the chain between the Smudge and the rest of the filter and fed everything in without changing anything else. After that the polyps circled in red lined up.
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Posted: February 27, 2013 12:43 pm |
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