Most recent edit on 2007-10-16 08:55:11 by ChristopheSoum
Additions:
- Bitmap import
Edited on 2007-01-12 11:20:02 by CyrilleDamez
Additions:
- The smaller grey node is for FX-Filters to FX-Maps conversion (transform any result obtain by mixing Filters into something able to control them like an FX-Map)
Deletions:
- The smaller grey node is for FX-Filters to FX-Maps conversion
(transform any result obtain by mixing Filters into something able to control them like an FX-Map)
Edited on 2007-01-12 11:16:47 by CyrilleDamez
Additions:
Filter Nodes are 2D filters (such as Blur, Normal Map computation, etc.) taking, as inputs, either or both of these:
An FX Map, which will control the strength of the filter for every pixel. When, for a given pixel, the FX Map is white, then the strength of the blur for that pixel will be maximal. On the other hand, if the FX Map is black, the strength will be 0.
Another Filter Node, on which the filter will be applied. For the Blur example, the latter will be applied on the Filter Node input and controlled locally by the FX Map input.
Color Code (for the default Skin):
(transform any result obtain by mixing Filters into something able to control them like an FX-Map)
e.g.:
emboss,
colorize etc...
Output nodes are always in purple (e.g. Diffuse and Normal).
Deletions:
Filter Nodes are filters (such as Blur, Normal Map computation, etc.) taking, as inputs, either or both of these:
A FX Map, which will control the strength of the filter for every pixel. When, for a given pixel, the FX Map is white, then the strength of the blur for that pixel will be maximal. On the other hand, if the FX Map is black, the strength will be 0.
Another Filter Node, on which the filter will be applied. For the example of the Blur, this later will be applied on the input Filter Node result and controlled locally by the input FX Map.
Color Code (for default Skin):
(transform any result obtain by mixing Filters into something able to feed them like a FX-Map)
(transform any result obtain by mixing Filters into something able to feed them like a FX-Map)
- The color nodes ares for FX-Filters.
ex: emboss, colorize etc...
- Outpout nodes are always in purple like the Diffuse and the Normal.
Edited on 2006-10-26 16:46:46 by NicoWirrmann
Additions:
List of available filters :
Colorize
Colorize+Blend
Mix
DirectionalWarp
Warp
Emboss
Motion Blur
Blur
Alpha
Hue Saturation Lum. Shift
Warp+Emboss
Uniform Color
Normal Map
SVG import
Uniform Hue Saturation Lum.
Uniform Luminosity/Contrast
Uniform Blur
Uniform Mix
Edited on 2006-10-25 12:49:36 by NicoWirrmann
Additions:
Filter Nodes
Edited on 2006-09-15 13:19:16 by GillesFleury
Additions:
Category:
CategoryGraphism
Edited on 2006-09-13 21:05:28 by DrD
Additions:
- A FX Map, which will control the strength of the filter for every pixel. When, for a given pixel, the FX Map is white, then the strength of the blur for that pixel will be maximal. On the other hand, if the FX Map is black, the strength will be 0.
- Another Filter Node, on which the filter will be applied. For the example of the Blur, this later will be applied on the input Filter Node result and controlled locally by the input FX Map.
Deletions:
- A FxMap, which will control the strength of the filter for every pixel. When, for a given pixel, the FxMap is white, then the strength of the blur for that pixel will be maximal. On the other hand, if the FxMap is black, the strength will be 0.
Another FilterNode, on which the filter will be applied. For the example of the Blur, this later will be applied on the input FilterNode result and controlled locally by the input FxMap.
Oldest known version of this page was edited on 2006-09-13 21:01:55 by DrD []
Page view:
Filter Nodes are filters (such as Blur, Normal Map computation, etc.) taking, as inputs, either or both of these:
- A FxMap, which will control the strength of the filter for every pixel. When, for a given pixel, the FxMap is white, then the strength of the blur for that pixel will be maximal. On the other hand, if the FxMap is black, the strength will be 0.
- Another FilterNode, on which the filter will be applied. For the example of the Blur, this later will be applied on the input FilterNode result and controlled locally by the input FxMap.