Pure image treatment question: wich evolution for vvvv?

i have some kinda bokeh blur in progress, but it is slow and not very beautiful at the moment

I had a quick play tonight, great shaders unc!

@DiMiX
i donā€™t have much experience with AE but quick googling brought me to Frischluft Lenscare, which looks very promising (at least in AE :) . you can find some examples with moving images on youtube that look great.

here is what i got so far with the shader:https://vvvv.org/sites/default/files/imagecache/large/images/lensblur.jpg

hi uncā€¦ that is a very hard task indeed !
is it a kind of trautner algorythm or contour to detect first plane in a
2D image ?

BTW:
if you got time would be great also to extract dithering fx from Black and White shader addo a specific shader from it.

in that image, it is just that ā€œlensblurā€ applied to 2d image, and with a ā€œmaskā€ or radial gradient (from center to the edges of the texture). I guess, if you put depthmap of your picture here as ā€œmaskā€, it would be kinda like DOF, but Iā€™m also sure there will be nasty artifacts

also, what about dithering?

here it is ;-)

https://vvvv.org/sites/default/files/imagecache/large/images/dithering.jpg

taking about having this effect alone without BW, but with mask input

ehmā€¦ Posterize has dithering parameter too, have you tried this one?

hi unc, yes i tried.

but it would interresting to go further on the dither, wich is really having a strong visual potential, enabling : tv effect, woodcut effect, high tech scanning effect, etc etc

a dither effect would have:
-threshold
-x width
-y width
-size x
-size y
-global orientation of the dither
-phase
-line frequency
-gamma adj
-contrast adj

-with mask input for its presence

dithering?

i like!

here Floyd steinberg dithering in a shader - question - Forum i tried to achieve some dithering things - i tried several approaches (c# - no texture in, shader - not possible) so i finally came up with this freeframe thing. it ā€œworksā€, but is reaaaally slow at all so see it as a proof of concept.

for sure, a real coder can speed things upā€¦ perhaps

freeframe_floyd.rar (36.2 kB)

hi sebl. cant arrive to open it neither in 23 neither in 25.1. The floyd dlls and also the zip files of the topic of your effect wont load ?

ah, try to open it with some alpha (25.2) because thereā€™s an issue with ā€œexternalā€ freeframe-dlls.

i forgot that - sorry

@motzi
thx for links.
happy to learn smth new.
never used Frischluft before. indeed there is feature Bokeh-look-blur
https://vvvv.org/sites/default/files/imagecache/large/images/Frischluft_DOF.JPG
and i think itā€™s sufficient to get ā€œout of focusā€ look for whole image.
but as every other lens blur for the best results it needs mask (dynamic for video) to calculate a depth buffer.
youtube links are CG graphics, depth map has been rendered from 3D app and used later in AE. for not CG graphic you have to create such mask. i donā€™t know your intentions, but do you really need to mix it together in v4 in real time? i think its quite heavy task - my 512 pix picture needs 1-2 sec to be rendered in AE.
who wants to get more in - attached pdf

frischluft.pdf (869.2 kB)

@motzi
check blurblack from this shader.
looks also good.

TexCtrlBlurAdv.rar (50.9 kB)

@DiMiX
thanks for this one! looks almost convincing on some images (especially the radial and spiral blur) and might work for background simulations.
but for content with hard contrasts (like small light dots on black background) it is not what you would expect.

i also like uncā€™s bokeh attempt - the regions out of focus look good to me. i hope it will make it into the next release ;)

ok here is the latest pack
structure was rearranged, now itā€™s kalleā€™s way =)
(and thanks to joreg for clearing things up)

added:
-Assets (looking for textures/pictures in various places in your system)
-Blender (blending 2 textures, lot of blending modes, all supposed to work as in photoshop)
-Convolution (3x3)
-FXAA (using Fxaa3_8.h by Timothy Lottes)
-LensBlur (not perfect, and very slow - youā€™ve been warned!)
-SetAlpha (ā€œSetMatteā€)
-Tracker (simple color tracker, give it a color, it returns XY and ā€œspot sizeā€)

renamed:
-BlackWhite ā†’ Threshold
-Renderer ā†’ Preview

rewritten:
-Perlin (now much nicer)
-RGBA (RGBA2 removed)

rearrange:
-ConvertColor removed, added HSVA and HSLA join/split
-ColorMap removed, added Levels and ColorRamp

+minor fixes in various modules

TextureFX_09.zip (211.0 kB)

@unc: just WOW!!1
o_o

wow unc !

quicly on new things ( i will do an xls like last time if you wan, please tell me)

-FXAA not compiling on 25.1 / nivdia 460M > technique NIL / reddish node
-lens blur great but pixelising on the beginning of the work: difficult to use
-setalpha: fantastick, may be used as a crop or classical mask ( need to rename ?)
-color ramp interresting, would that be possible to do it function of texture, and not on the average value of the texture ?

cheers, unc, good job !

yessssssssssss! great

@ unc, thanks again for GREAT pack with lots of improvements