hmm i see, this makes more sense than what i did
will fix soon
if you can wait i could find for you some variable attributes you can use for input pins making module more flexible
but generally nothing special:
average of the movement (how many previous frames will be feeded to calculate the difference)
matching tolerance
matching softness
thread about:
i have made tests tonight of the FX8 pack ( wich is quite full and splendid) at same time with 23 and 25.1.
Here is a pdf and an xls file of the checkof the differents shaders.
About Alpha, you will see a lot of NO about alpha generation from a shader. Maybe it is a wrong idea of mine:
tests were done with the following point of view about alpha result:
https://vvvv.org/sites/default/files/imagecache/large/images/methode.png
So when a NO is setted for alpha generation, it is becuase the FX inputed inside RGBA2 doesnt output a transparent result.
About DiMiX suggestion i agree with him. Backgroound is really too much flashing, but its really great to have the visual equivalent of trautner effect without too much ressources consumming !
voilĂ ! definitely yours
banc test fx.pdf (51.9 kB)
excel tab (4.4 kB)
new challenge, unc, new challenge !!!
water ink effect
http://www.youtube.com/watch?v=fq9mw8wR-1Q
what is interresting is the way of propagation of the ink. and a kind of DOF effect while its progressing.
On a texture, what i would like to have is a filter with a maski input wich would be the move and path of the ink.
@karistouf
iâm afraid you cant get (good one) water ink without dealing with particles
check the vid, its kind of try to imitate the same
come back later about your pdf
InkOnPaperFx.rar (9.3 MB)
hi DiMiX, thanks a lot.
i m desesperatly trying to find a good starting patch to deal with particules in generativ way. not enough maths am i⊠but this is another topic in fact.
if anybody wants to teach pure noobs in this field, well, lets go for a topic !
about the ink effect its more the waterdillutioneffect thats interrest me ( the effect of the beginning of the ink running in dillution).
Maybe i want in fact talking about the rain dropping on a car-glass, giving a kind of blur wich moves littely the focus and displace somehow a bit the texture.
I tried with a mix between uncâs displace and blur effect but without convincing effectâŠ
what i m searching is in fact adillutionshader ;-)
maybe a dillution fx doing expand pixel + desaturate + blur on the base of a mask input could do ut ?
@karistouf
not exactly what you look for, but you have to try uncâs garbage - very interesting Fx (never saw before): with X:0 Y:0 it looks like simple trail- movements, but it gets more interesting if you add shifting (with X/Y) and play with alpha value from -1 till +1. it controls dissolving (or your dilution) time. with source without alpha you get âpulling carpet of drawn pixelsâ fx, you have to make big alpha area to see full potential.
general considerations:
is it in planning to make help files?
- some of FXs are self-explaining: maybe in order keep all modules in minimalist style a short help note placed inside of module would be enough.
e.g. Group: see pic - another Fxs are more complex and multipurpose
e.g. ColorMap like unc posted before for curves, there are many ways to manipulate the pixels value, from simple Tint to âŠcolor offset, colorama, channel manipulation - matte, inverting, mixer etc⊠what i mean would be good to share all these mini-patches, done by someone once. not with âgeneral distributionâ pack, but somewhere in vvvv contribution
@unc
Texture_08 tested beta 25.1 nvidia QuadroFX 3700M
Perlin is PINK and sometimes causes crash of v4
@karistouf
my âvisionâ of dropshadow
https://vvvv.org/sites/default/files/imagecache/large/images/Group%20help%20note.JPG
https://vvvv.org/sites/default/files/imagecache/large/images/DropShadowInputPins.JPG
https://vvvv.org/sites/default/files/imagecache/large/images/Drop_Shadow.JPG
@DiMiX: dropshadow: ah yeah, got it now ! great!
About crash: to make tests i was running two instences of VVVV: 25.1 and 23 side by side.
Discovered:
-1- cant send/receive between the two versions on same computer
-2- copy paste nodes or modules from 23 to 25.1 is making crash in 5 minutes of 23 ( yes, of 23)
About alpha channels, am i wrong or structure must be changed for some effects ?
About help files, yes there are certains uncâs shaders terrific we need tutorials to get the full potential of them.
About garbage: thats a point. i will go back to it.
sorry about the perlin, here is a quick fix:
Perlin (EX9.Texture FX Source).v4p (19.5 kB)
hi guys,
thanks @unc for perlin: fixed.
pity i could not test everything and iâm busy next days, but many things i tested with 25.1 are WORKING. nothing flashing red
@DropShadow works well.
small things again:
I join caristouf: autocolor - which intentions are behind?
LumaKey module
Invert pin - current range unlimited; functional range 0 to 1
Luma pin - current range unlimited; functional range 0 to 1
ChromaKey module seems to be for me BlueBoxKey only
some pins naming needs extra description in help notes
Hue -matching color?
range - tolerance?
Bright Clip - softness?
Keying module - some pins naming needs extra description in help notes
smooth/invert pin - it looks like mask edges manipulation:
0 - hard edge; 1- Max.Edge feather + negative mask expansion
alpha blur pin is more like alpha smoothness (not blurring) + positive mask expansion
I wish myself some explanation for:
function of mask pin in Mix module
function of pin Height/Green-Blue in Displace module
range of fader A&B in different mode (from -20 till +20) in CombineChannels
iâll be back asap, dimi
@dimix: whatabout using the xls file. Like this it will be far more clear for unc. Many shaders oulalala
after a lengthy discussion with @unc we nailed the specs so far, see:
texturefx
anything missing? please comment here so we can discuss further before adding details to the page.
would be nice if (in a separated thread) you could provide a demo for this:
no, vvvv needs the folder to be called âeffectsâ exactly. like this all the .fx in there are only visible (in the nodebrowser) when inside one of the modules. note that they are not visible in other patches e.g. ones using one of the texture-fx modules (except the .TestâŠv4p which are in the same directory as the modules, which will not be the default place for a users patch.)
@help-patches
probably still wait a bit with those until specs have settled (just to avoid much reworking). but definitely welcome of course.
hi joreg, hi unc.
i m still thinking its quiet too much categories if i m searching with node browser EX9.Texture. Maybe Ex9.Join Ex9.Split and Ex9.Texture could be merged in a EX9.Utilities.
Great analysis thinking, definitively.
EX9.Texture is not a new category really. it is just the one already there. and analogous to Vector (3D Join) and Vector (3D Split) we thought it made sense to have (EX9.Texture Join) and (EX9.Texture Split).
;-)⊠no text âŠ
i like Displacement, BlackWhite, Posterize and Dots
something happens (in purpose?) with Opacity if the texture goes through Group FXJoin:
looks like ALPHA changing from Straight to Premultiplied with black
ColorMap Pins: fromWhite & toWhite - default values (alt+RightClick) are funny
@unc: TimeWrap is great TimeBLEND FX, maybe its possible to transform this shader to TimeECHO FX (FakeMotionBlur) with Attributes pins: Time (of each echo), Number, Intensity (starting), Decay, Mode (Add, Screen etc.)
can not figure out the way to use Mask Pin in Mix FX (seems for me like blending in Screen Mode)
can not figure out the way to use MaskIn Pin in Mix FX (works for me like small displacement)
this is all really enormous - thanks for your effort!
iâd love to see some kind of âbokehâ shader to get a simulation of a camera lens DOF blur.
@motzi
i think its not so easy to create bokeh fx with moving pics, otherwise it would be such filter for AE. maybe someone can correct me, but I never heard about.
here are two links, maybe it helps you by playing with uncâs DOTS & BLUR:
http://designertoday.com/Reviews/2009.Reviews/6174/Alien.Skin.Bokeh.Plug.in.aspx
http://www.computer-darkroom.com/tutorials/tutorial_9_1.htm