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Thread: Program Testers

  1. #121

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    Re: Program Testers

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    - SoftPedia ZIP (may take some days to be updated)
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    Whats new on Update 0.3.910 (26-Mar-2018)
    [Nodes]
    -New: Mean : Arithmetic Harmonic Contraharmonic and Geometric mean
    -New: Mean3: Arithmetic Harmonic Contraharmonic and Geometric mean (3 channel)
    -New: Invert3: Invert 3 channels out=(1-In)
    -New: vMotion: Video Motion Blur
    -Mix3: Added Gray HSP and PS-like
    -ADD & ADD3 added clamp 0-1 option
    -Ramp: Small bug fix
    -POW: Small bug fix
    [Other]
    -Auto check for Updates.
    -Save "Resize mode" on Settings.ini
    -Custom message box
    -Node Setting's Auto Apply (Removed "Apply" button)
    -Dark gray GUI
    Name:  screenshot.jpg
Views: 1233
Size:  26.1 KB

  2. #122

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    Re: Program Testers

    UPDATED

    DOWNLOADS

    - SoftPedia ZIP (may take some days to be updated)
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    Update 0.3.1040 (20-Apr-2018)
    [Nodes]
    -New: FormulaRGB: 3 Output Formulas having 3 inputs.
    -New: NNart: Experimental Neural Network Reconstruction.
    -New: QuantGNG3: Experimental Growing Neural Gas Quantizer.
    -Formula; Formula2; Formula3: A lot faster performance and new inputbox.
    -RGBscreen: Revisited to look more like a CRT Screen.
    [Other]
    -Bug fix on Save Project with "Project Filter" Activated

  3. #123

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    Re: Program Testers

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    - SoftPedia ZIP (may take some days to be updated)
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    Update 0.3.1073 (06-jun-2018)
    [Nodes]
    -New: Mix3W: Mix 3 channels by 3 weights
    -New: Technicolor: 2-Strip & 3-Strip Techincolor effect.
    -MIX2: New option to clamp output between 0-1
    -Pow; Pow3: Option to manage negative input this way: out = Sgn(in)*Abs(in)^Pow
    -SNN; SNN3: Algorithm review.
    [Other]
    -vbRichClient: Newest Version 5.0.66
    -Bug Fix: Crash on DropDownList Click


    Example of Cartoonization Style (Autoscope) effect you can do with PhotoModularFX
    Last edited by reexre; Jun 8th, 2018 at 04:48 AM.

  4. #124

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    Re: Program Testers

    UPDATED

    DOWNLOADS

    - SoftPedia ZIP (may take some days to be updated)
    - ZIP

    Update 0.3.1100 (24-jun-2018)
    [Nodes]
    -NEW: ColorContrast: Make Lighter choosen hue and darker complementary hue (inspired by Luminar)
    [Other]
    -Auto Adapt screen zoom to current screen DPI
    -Animated connections on node click
    -Icon minor change

  5. #125

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    Re: Program Testers

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    - SoftPedia ZIP (may take some days to be updated)
    - ZIP

    Update 0.3.1102 (25-jun-2018)
    [Nodes]
    -NEW: SmoothMM: Smooth Min/Max
    [Other]
    -Bug fix on check for updates

  6. #126

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    Re: Program Testers

    UPDATED

    DOWNLOADS

    - SoftPedia ZIP (may take some days to be updated)
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    Update 0.3.1114 (03-jul-2018)
    [Nodes]
    [Other]
    -Mousewheel support on Picker Valueinput and Slider
    -Mousewheel fix on "Add Node/FX"
    -Second Click's issue solved on "Add Node/FX"
    -Load Project on FileList Keyboard up/down Arrows (ScrollIndexChange)

  7. #127

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    Re: Program Testers

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    - SoftPedia ZIP (may take some days to be updated)
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    Update 0.3.1153 (01-ago-2018)
    [Modules]
    -Blur; Blur3; Fast Mode
    -ToneMap; ToneMap3; LocalMap; DoG; Noise2; PlasticWrap; -Faster (because of Internal faster Blur)
    -PlastWrap: Changed 'Details' parameter (Now proportional to image size)
    -RGB2HCY and HCY2RGB: reviewed colorspaces conversion algorithm
    -EDGES: Reviewed algorithm
    [Other]
    -Added 'Add FX-Node Selector' Window
    -Added Projects-Thumbs Preview. +50 MBytes
    -Renaming 'Node' to 'Module'

  8. #128

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    Re: Program Testers

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    - SoftPedia ZIP (may take some days to be updated)
    - ZIP

    Update 0.3.1153 (01-ago-2018)
    [Modules]
    -Blur; Blur3; Fast Mode Many thanks to Tanner Helland
    -ToneMap; ToneMap3; LocalMap; DoG; Noise2; PlasticWrap; -Faster (because of Internal faster Blur)
    -PlastWrap: Changed 'Details' parameter (Now proportional to image size)
    -RGB2HCY and HCY2RGB: reviewed colorspaces conversion algorithm
    -EDGES: Reviewed algorithm
    [Other]
    -Added 'Add FX-Node Selector' Window
    -Added Projects-Thumbs Preview. +50 MBytes
    -Renaming 'Node' to 'Module'
    Last edited by reexre; Aug 1st, 2018 at 05:24 AM.

  9. #129

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    Re: Program Testers

    This algorithm will be included in the next update. (for the truth already present but not working)

    The module is: xChord

    After a few attempts, I finally managed to implement the algorithm to create images like those of Petros Vrellis.
    http://artof01.com/vrellis/index.html

    This video was of fundamental help. https://www.youtube.com/watch?v=-S_l8GGxOhU

    They consist of a series of nails placed in a circle, and of a single string passing through them.

    In addition to creating images, the algorithm will create the necessary instructions to create a real one (made of nails and string).

    Here are some examples:

    Name:  pmFXgigi-hadid-sports-illustrated-beauty-ftr.jpg
Views: 218
Size:  75.2 KBName:  pmFXRPE2CVD.jpg
Views: 217
Size:  70.8 KB

    Example of Build Instructions (referring to 1st pic):
    Code:
    Number of Nails: 360
    Nails coords in a circle: 
    N 1    X: 0.500    y: 0.000
    N 2    X: 0.500    y: 0.009
    N 3    X: 0.500    y: 0.017
    N 4    X: 0.499    y: 0.026
    N 5    X: 0.499    y: 0.035
    N 6    X: 0.498    y: 0.044
    N 7    X: 0.497    y: 0.052
    N 8    X: 0.496    y: 0.061
    N 9    X: 0.495    y: 0.070
    N 10    X: 0.494    y: 0.078
    ...
    N 357    X: 0.499    y: -0.035
    N 358    X: 0.499    y: -0.026
    N 359    X: 0.500    y: -0.017
    N 360    X: 0.500    y: -0.009
    
    NAIL SEQUENCE:
    Step       Nail
    00001       1
    00002       343
    00003       354
    00004       353
    00005       350
    00006       348
    00007       347
    00008       357
    00009       337
    00010       340
    ....................
    03800       50
    03801       54
    03802       144
    03803       143
    03804       142
    03805       143
    03806       44
    03807       177
    03808       52
    03809       1
    03810       360
    03811       62
    03812       309
    03813       157
    03814       222
    03815       140
    03816       270
    End Sequence.
    
    String Length (For a Diameter of 1 meter) :2414.951 Meters
    
    MAX Number of string passes 24 at Nail 264
    Average Number of string passes per nail 10.6
    Number of string passes per nail: 
    Nail      Passes 
    N 1  -  13
    N 2  -  10
    N 3  -  11
    N 4  -  12
    N 5  -  12
    N 6  -  12
    N 7  -  10
    N 8  -  14
    N 9  -  14
    N 10  -  12
    N 11  -  19
    ...............
    N 350  -  20
    N 351  -  17
    N 352  -  18
    N 353  -  18
    N 354  -  20
    N 355  -  12
    N 356  -  17
    N 357  -  19
    N 358  -  8
    N 359  -  15
    N 360  -  10
    
    Parameter used:
    75
    360
    2
    0
    To build a real one much depends on the diameter you want to use and the thickness of the string.
    For this reason this algorithm could still be subject to improvements.
    Last edited by reexre; Sep 21st, 2018 at 07:55 AM.

  10. #130

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    Re: Program Testers

    Summary of Modules Included:

    01 IO 0:3 INPUT The Loaded Picture
    02 IO 0:4 INPUT2 Secondary support Input picture
    03 IO 0:4 INPUTA The Loaded Picture with Alpha Channel
    04 IO 3:0 OUTPUT The Output (saved as Jpg Picture). If you need Alpha channel use PNGout Module
    05 IO 4:0 PNGOUT Save as PNG

    01 ColorSpace 3:3 CHROMA Chromaticity Space, No Intensity information. (Also called Normalized RGBs)
    02 ColorSpace 4:3 CMYK>RGB Convert CMYK (Cyan, Magenta, Yellow, Black) colorspace to RGB
    03 ColorSpace 3:3 HCY>RGB Convert HCY (hue-chroma-Luma) colorspace to RGB Color space
    04 ColorSpace 3:3 HSL>RGB Convert HSL (Hue, Saturation, Luminance) to RGB colorspace with quasimondo.com , STANDARD , 'Darel Rex Finley HSP' algorithm or HSV
    05 ColorSpace 3:3 LAB>RGB Convert Lab colorspace to RGB Color space
    06 ColorSpace 3:4 RGB>CMYK Convert RGB colorspace to CMYK (Cyan, Magenta, Yellow, Black)
    07 ColorSpace 3:3 RGB>HCY Convert RGB colorspace to HCY (hue-Chroma-Luma) Color space - For simplicity consider it as HSL
    08 ColorSpace 3:3 RGB>HSL Convert RGB colorspace to HSL (Hue, Saturation, Luminance) with quasimondo.com , STANDARD , 'Darel Rex Finley HSP' algorithm or HSV
    09 ColorSpace 3:3 RGB>LAB Convert RGB colorspace to Lab Color space
    10 ColorSpace 3:3 RGB>XYZ Convert RGB colorspace to XYZ
    11 ColorSpace 3:3 RGB>YUV Convert RGB colorspace to Y'UV Y(Luma)UV (PAL), YCbCr or YIQ (NTSC)
    12 ColorSpace 3:3 RGB>YXY Convert RGB colorspace to Yxy
    13 ColorSpace 3:3 TECHNICOLOR Simulate old 2-strip and 3-strip technicolor films
    14 ColorSpace 3:3 XYZ>RGB Convert XYZ colorspace to RGB
    15 ColorSpace 3:3 YUV>RGB Convert Y'UV (PAL) , YCbCr or YIQ (NTSC) Colorspace to RGB
    16 ColorSpace 3:3 YXY>RGB Convert Yxy colorspace to RGB

    01 Blend 3:1 BLEND Blend - Mix the first-channel with the 2nd-channel by an amount given by 3th Input
    02 Blend 7:3 BLEND3 Blend 3 - Mix the 3-first-channels with the 2nd-3-channels by an amount given by 7th Input
    03 Blend 2:1 MIX2 Mix 2 channels
    04 Blend 6:3 MIX2X3 Mix 6 channels 2 by 2 same way as MIX2 (First 3 Inputs as RGB-1 and 2nd 3 Inputs as RGB-2)
    05 Blend 3:1 MIX3 Mix 3 channels
    06 Blend 6:1 MIX3W Mix 3 inputs (1-2-3) by 3 weights (4-5-6)

    01 Resize 3:3 CAIR Content Aware Image Resize. Seam Carving algorithm (Experimental)
    02 Resize 3:3 CROP Crop Image (Use Carefully, watch out 2D connections sizes)
    03 Resize 1:1 EXTENT Extent Canvas
    04 Resize 3:3 EXTENT3 Enlarge Canvas
    05 Resize 4:4 EXTENT4 Enlarge Canvas
    06 Resize 1:1 SIZE2X Resize Width and Height by 2X
    07 Resize 1:1 SIZEHALF Resize Width and Height by Half

    01 Threshold 1:1 LOCALOTSU Experimental Local Nobuyuki Otsu Multi-level Thresholding (Faster with Bigger Radius since Thresholds are interpolated)
    02 Threshold 1:1 LOCALTHR Local Threshold (Imocha Singh)
    03 Threshold 1:1 OTSU Nobuyuki Otsu Multi-level Thresholding
    04 Threshold 1:1 SAUVOLA Sauvola Thresholding (Global or Local)
    05 Threshold 1:1 SUPPRESS 'Cut' values between thresholds ( Soft Thresholding )

    01 Blur 1:1 BILAOA Orientation-Aligned Bilateral Filter (WIP)
    02 Blur 1:1 BILAOAEX Extended Orientation-Aligned Bilateral Filter (WIP)
    03 Blur 1:1 BILATERAL Edge preserving smoothing filter.
    04 Blur 1:1 BLUR Gaussian/Box Blur
    05 Blur 3:3 BLUR3 3 Channels Gaussian/Box Blur
    06 Blur 1:1 KUWAHARA Non-linear smoothing filter that preserves edges
    07 Blur 1:1 KUWANISO Anisotropic Kuwahara
    08 Blur 1:1 MEDIAN Median Filter
    09 Blur 1:1 MTBLUR Motion BLUR (1 channel)
    10 Blur 3:3 MTBLUR3 Motion BLUR 3 channels
    11 Blur 3:1 PAINT Set first 2 Input as Outputs of FLOW, and 3th as Source to 'paint' to
    12 Blur 1:1 SNN Symmetric Nearest Neighbour (Edge Preserving Smoothing)
    13 Blur 3:3 SNN3 RGB Symmetric Nearest Neighbour (Edge Preserving Smoothing)
    14 Blur 1:1 SPINBLUR Spin Blur
    15 Blur 3:3 SPINBLUR3 Spin Blur (3 channels)
    16 Blur 1:1 THRBLUR Threshold Gaussian Blur
    17 Blur 3:3 THRBLUR3 Threshold Gaussian Blur, 3 channels
    18 Blur 3:3 VMOTION Video Motion blur. Use only with videos frames
    19 Blur 1:1 ZMBLUR ZOOM BLUR (1 channel)
    20 Blur 3:3 ZMBLUR3 ZOOM BLUR 3 channels

    01 Misc 1:2 FLOW Calc Gradient Flow - Outputs 1-Magnitude, 2-Angle (Range 0-1)
    02 Misc 2:1 HUE-HARM HUE Harmonizer (Input 1 = HUE, Input 2 = Saturation)
    03 Misc 3:3 LENS Camera Distorsion
    04 Misc 3:3 MAGNIFIER Magnifier Glass
    05 Misc 3:3 PLASTICWRAP Plastic Wrap Effect

    01 Art 3:3 MOSAIC WIP
    02 Art 3:3 NNART Experimental Neural network reconstruction (SLOW!)
    03 Art 1:1 OILPAINT Oil Painting classic effect
    04 Art 3:3 OILPAINT3 Oil Painting classic effect (3Channels)
    05 Art 1:1 PENCIL Pencil Drawing (Still Developing)
    06 Art 3:3 PHOTOMOSAIC WIP DO NOT USE !!!! Tile Photo Mosaic Artwork (WIP)
    07 Art 3:3 PIXELATE Pixelate
    08 Art 3:3 SKETCH Sketch style Abstraction on RGB channels
    09 Art 1:1 STIPPLING Stippling (static)
    10 Art 3:3 VORONOI Experimental Voronoi Tassellation
    11 Art 1:1 XBIRO 'Messy curve Biro Draw Effect'
    12 Art 3:1 XCHORD 'Chord Effect'
    13 Art 1:1 XMESH Creates a Mesh by selecting the most relevant points and drawing them according to proximity
    14 Art 3:3 XPAINTER Painter Effect
    15 Art 3:3 XPEN Experimental Pencil
    16 Art 3:3 XPOIS Experimental Pois Art
    17 Art 3:3 XSTROKES Experimental Art-Draw Strokes

    01 Histogram 1:1 HISTOEQU. HISTOGRAM Equalization. (CLHE - Contrast Limited Histogram Equalization)
    02 Histogram 2:1 HISTOMATCH Histogram Matching - Change Input1 to match Input2 Histogram
    03 Histogram 1:1 LOCALHE Local Histogram Equalization (CLAHE - Contrast Limited Adaptive Histogram Equalization)
    04 Histogram 3:3 LOCALHE3 3 channels Local Histogram Equalization (CLAHE - Contrast Limited Adaptive Histogram Equalization)
    05 Histogram 1:1 LOCALHEII Local Histogram Equalization[2] (CLAHE - Contrast Limited Adaptive Histogram Equalization) for each pixel
    06 Histogram 1:1 STRETCH Histogram Contrast Stretch
    07 Histogram 3:3 STRETCH3 Histogram Contrast Stretch (3 channels)

    01 Contrast 1:1 ACE Adaptive Contrast Enhancement
    02 Contrast 1:1 ADV.LC Advanced Local Contrast (Still developing.. )
    03 Contrast 3:3 COLORCONTRAST Color Contrast: Make Lighter choosen hue and darker complementary hue (inspired by Luminar)
    04 Contrast 1:1 LCN (Local) Contrast Normalization - Set Radius to 0 to do a Global Contrast Normalization
    05 Contrast 1:1 LCONTRAST Set Radius
    06 Contrast 1:1 VRACE Variable Radius Adaptive Contrast Enhancement
    07 Contrast 1:1 VRCLAHE Variable Radius CLAHE (a sort of Fake HDR) - Very slow, since for each pixel is done a Contrast Limited Histogram Equalization using its pixel neighbour window
    08 Contrast 1:1 VRLCN Variable Radius Local Contrast Normalization (WIP)

    01 Mapping 1:1 CUBICBEZIER CubicBezier through 2 given points
    02 Mapping 1:1 CURVE Simple 5Points Spline Curve transformation (X at every 1/4)
    03 Mapping 1:1 CURVE9 Simple 9Points Spline Curve transformation (X at every 1/8)
    04 Mapping 1:1 LOCALMAP Local Map range using Input Min and Max range values mapped to New Min and New Max Values. [0 - 100] = NORMALIZE (Output not Clamped)
    05 Mapping 1:1 LOCALNORM Change Local mean and variance to defined values
    06 Mapping 1:1 MAP Map range using Input Min-Max range values mapped to New Min and New Max Values. [0 - 100] = NORMALIZE (Output not Clamped)
    07 Mapping 3:3 MAP3 Map range using Input Min and Max range values mapped to New Min and New Max Values. [0 - 100] = NORMALIZE (Output not Clamped)
    08 Mapping 1:1 NORMALIZE Image Normalization: Change global mean and variance to defined values
    09 Mapping 3:3 NORMALIZE3 Image Normalization: Change 3Channels global mean and variance to defined values
    10 Mapping 1:1 TONEMAP Tone Mapping Single channel (Use ToneMap3 for all RGB channels)
    11 Mapping 3:3 TONEMAP3 Tone Mapping (3 channels)

    01 Math 1:1 ADD Add a constant Value to Input
    02 Math 3:3 ADD3 Add/Sub RGB Values (it can be used even with other channels types)
    03 Math 1:1 CLAMP01 Clamp channel values between 0 and 1 - The Outputs of some modules can be outside of 0-1 range
    04 Math 3:3 COLORMATRIX Color Matrix
    05 Math 1:1 EXP-LOG Perform Exp() or Log() function. More precisely: EXP=(Exp(x)-1)/(Exp(1)-1), LOG=Log(x*(Exp(1)-1)+1)
    06 Math 1:1 FORMULA Formula - Custom Formula ...
    07 Math 2:1 FORMULA2 Formula2 - 2 inputs Custom Formula ...
    08 Math 3:1 FORMULA3 Formula3 - 3 inputs Custom Formula ...
    09 Math 3:3 FORMURGB FormulaRGB - 3 inputs 3 Outputs Custom Formulas
    10 Math 1:1 INVERT Invert a channel: Output = 1 - Input
    11 Math 3:3 INVERT3 Invert 3 channels: Output = 1 - Input
    12 Math 1:1 MEAN Arithmetic Harmonic Contraharmonic and Geometric mean
    13 Math 3:3 MEAN3 Arithmetic Harmonic Contraharmonic and Geometric mean
    14 Math 1:1 MUL Multiply by a Value (base 0.5 means an X shift by -0.5)
    15 Math 3:3 MUL3 Multiply 3 channels by a Value (base 0.5 means an X shift by -0.5)
    16 Math 1:1 POW Standard Power
    17 Math 3:3 POW3 Standard Power on 3 Channels
    18 Math 1:1 POWEX Hi values decrease contrast, Low Values Increase Contrast - Special Kind of Power function (see PDF)
    19 Math 3:3 POWEX3 Hi values decrease contrast, Low Values Increase Contrast - Special Kind of Power function (see PDF)
    20 Math 2:1 SMOOTHMM Smooth Min/Max
    21 Math 1:1 SMOOTHST Smooth Step (Threshold)
    22 Math 1:1 STDDEV Standard Deviation
    23 Math 3:3 STDDEV3 Standard Deviation 3
    24 Math 0:1 VALUE A constant Value (No input, only 1 output)
    25 Math 0:3 VALUE3 3 constant Values (No input, only 3 outputs)

    01 Quantize 1:1 K-MEAN1D Set N of Clusters
    02 Quantize 2:2 K-MEAN2D Set N of Clusters
    03 Quantize 3:3 K-MEAN3D Set N of Clusters
    04 Quantize 3:3 QUANTGNG3 Growning Neural Gas Quantization
    05 Quantize 1:1 QUANTIZE Simple quantization

    01 Unknown 3:3 8COLORS Retro 8Colors style
    02 Unknown 1:1 AUS developing/testing pourpose WIP! DO NOT USE!
    03 Unknown 3:3 BCS Brightness Contrast Saturation (RGB)
    04 Unknown 1:1 BORDERS Darker Borders / Vignetting
    05 Unknown 1:1 CANNYEDGE Canny Edge Detector (WIP)
    06 Unknown 1:1 CARTMEV2 perform an Effect similar to LC (but separable) taken from an old program
    07 Unknown 6:3 CHROMAK Chromakey Blend (1st 3 inputs: Main Image, Last 3 Input: BackGround Image) (The replacement is based on RGB-replace Hue)
    08 Unknown 1:1 CORNERS SUSAN corner detection WIP! DO NOT USE
    09 Unknown 1:1 DCT-BP EXPERIMENTAL Discrete Cosine Transform Band Pass
    10 Unknown 1:1 DCTEQU Discrete Cosine Transform Equalizer
    11 Unknown 1:1 DCTFX EXPERIMENTAL Discrete Cosine Transform FX
    12 Unknown 1:1 DIFFUSION Iso/Anisotropic Diffusion
    13 Unknown 2:1 DISPARITY Disparity Map WIP
    14 Unknown 1:1 DISTORTION DISTORT, a set of spatial Deform algorithm (Rotate Too)
    15 Unknown 1:1 DITHERING Error Diffusion Dithering
    16 Unknown 1:1 DOG Difference of Gaussians (R2=R*2)
    17 Unknown 1:1 DOGBYF Flow based DoG (Difference of Gaussians)
    18 Unknown 1:1 EDGES Edges detector (Sobel Magnitude)
    19 Unknown 1:3 EXPER1 Just a Experimental function
    20 Unknown 1:1 FAKEHDR HDR tone Mapping. VERY SLOW. Deprecated. Instead use 'ToneMap' FX
    21 Unknown 1:1 FAKEHDR2 Fake HDR2 Experimental
    22 Unknown 1:1 FAKEHDR3 Fake Hdr Durand (Known as ToneMap Durand)
    23 Unknown 1:1 FFTTEST EXPERIMENTAL fft Not Ready!
    24 Unknown 1:1 FLIP Horizontal Vertical & Both Flip/Mirror
    25 Unknown 3:3 FLIP3 Horizontal Vertical & Both Flip/Mirror
    26 Unknown 1:2 FLOW2 Calc Gradient Flow - Outputs 1-Magnitude, 2-Angle (Range 0-1)
    27 Unknown 1:4 FLOWEX EXPERIMENTAL DO NOT USE ! Extended FLOW
    28 Unknown 1:1 GAMMA Forward / Inverse Gamma Correction
    29 Unknown 3:3 GAMMA3 RGB Forward / Inverse Gamma Correction
    30 Unknown 1:1 GLASS Glass effect (1 Channel)
    31 Unknown 3:3 GLASS3 Glass effect (3 Channels)
    32 Unknown 1:1 GLOW Glow Effect [Look projects 'Glow Constructed...' ] (also colled specular Bloom)
    33 Unknown 1:1 HALFTONE Halftone
    34 Unknown 1:1 HATCHING Hatching-Stipple - Still developing
    35 Unknown 3:3 HAZE Create Haze
    36 Unknown 1:3 HEATMAP Garyscale to HeatMap
    37 Unknown 4:3 HMAPD Height Map Deform. Deform by Heightmap (4th input as heightmap)
    38 Unknown 3:3 LCD-DISP. LCD Display Effect
    39 Unknown 1:1 MORPHO Morphology
    40 Unknown 0:1 NOISE NOISE - Fractional Brownian Motion
    41 Unknown 0:1 NOISE2 Noise 2nd - Generate Noise tweaking 3 layers parameter
    42 Unknown 1:1 NOISER Spatial Deform by Noise (Fractional Brownian Motion)
    43 Unknown 1:1 OFFSET Horizontal Vertical Offset
    44 Unknown 3:3 OFFSET3 Horizontal vertical Offset
    45 Unknown 1:3 PALETTIZE Single channel to RGB Palette using Cos functions
    46 Unknown 1:1 PYRAMIDD Pyramid Based Level-Details Enhancement / Reduction
    47 Unknown 3:3 PYRAMRGB Pyramid Based Level-Details Enhancement / Reduction
    48 Unknown 0:1 RAMP Gradient Ramp
    49 Unknown 2:1 RENDER Draw 2nd channel (Foreground) to the 1st Input (Background) at a given position and size
    50 Unknown 6:3 RENDER3 Draw 2nd triplet of inputs (Foreground) to the 1st triplet (Background) at a given position and size
    51 Unknown 6:3 RENDER3EX Draw 2nd triplet of inputs (Foreground) to the 1st triplet (Background) at given 4 CORNERS position
    52 Unknown 2:1 RENDEREX Draw 2nd channel (Foreground) to the 1st Input (Background) at given 4 CORNERS position
    53 Unknown 3:3 RGBSCREEN RGB screen effect NOT Ready|
    54 Unknown 0:1 SCRATCHES Scratches. to Simulate old film
    55 Unknown 3:3 SEPIA Sepia - Vintage
    56 Unknown 1:3 SEPIAGRAY Sepia - Vintage Starting from GrayScale Image
    57 Unknown 1:1 SHIFT 'Shift' left/right - Very useful to HUE shift
    58 Unknown 1:1 SHOCK Shock filter ... Still Developing
    59 Unknown 1:1 SKELETON 'Skeletonize'
    60 Unknown 1:1 SOLARIZE Classic Solarize effect (1 channel)
    61 Unknown 3:3 SOLARIZE3 Classic Solarize effect (3 channels)
    62 Unknown 3:3 SORTING Pixel Sorting
    63 Unknown 1:2 SPLIT Vertical/Horizontal Half Split (Useful for Stereo Images)
    64 Unknown 3:6 SPLIT3 Vertical/Horizontal Half Split (Useful for Stereo Images)
    65 Unknown 6:3 STEREO Stereo Anaglyph
    66 Unknown 1:1 STIPPLE Stipple effect still Developing!
    67 Unknown 3:3 TEMPER. Temperature and tint
    68 Unknown 1:1 THINNING Zhang Suen Thinning (Usually it't better to apply Otsu thresholding before) [Similar to Skeleton-Module]
    69 Unknown 3:3 TILEFY Create a texture repetition DO NOT USE !!! (WRONG)
    70 Unknown 3:3 TILTSHIFT Fake Miniature - ToyEffect - Good with 'Panoramas' Pictures
    71 Unknown 1:1 TRACE Trace WIP - Still developing!
    72 Unknown 1:1 USM Unsharp Mask
    73 Unknown 3:3 VIBRANCE Vibrance
    74 Unknown 0:1 WATERMAP Water Height Map , to use as input for HMD (HeightMap Deformer)

  11. #131

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    Re: Program Testers

    UPDATED

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    - SoftPedia ZIP (may take some days to be updated)
    - ZIP

    Update 0.3.1264 (28-Sep-2018)
    [Modules]
    - NEW: Lens: Camera lens distorsion
    - NEW: Magnifiers: Magnifier Glass (Hotspot)
    - xChord: Improved algorithm.
    - Bilateral: Polynomial: Experimental superfast algorithm.
    - Normalize; Normalize3: Added New Variance proportionality option.
    - DoG: Added "Ratio" parameter.
    - xChord: Improved algorithm.
    [Other]
    - Filter Project checkbox caption and tooltip update after closing the module-selection-window.


    Last edited by reexre; Sep 28th, 2018 at 02:51 AM.

  12. #132

    Thread Starter
    Hyperactive Member
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    Re: Program Testers

    Coming soon Stippling effect based on Poisson Disc Distribution

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Views: 127
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    ~10K points

    Name:  pmFXad05f78187c942f9dd521605fa81f1ba-500x451.jpg
Views: 131
Size:  122.1 KB
    ~13K points

  13. #133

    Thread Starter
    Hyperactive Member
    Join Date
    Sep 2010
    Location
    Italy
    Posts
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    Re: Program Testers


    Last edited by reexre; Oct 16th, 2018 at 05:05 PM.

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