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Thread: Program Testers

  1. #81

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    Re: Program Testers

    Download Here
    or from SoftPedia

    Update 0.2.1500 (21-Feb-2016)
    [Nodes]
    - VRLCN: Changed weight of last Parameter (Radius Selection Sensitivity)
    - BILAOA: Changed way of flow-Smooth ((2nd way))
    - RGB>YUV: Added YIQ colorspace conversion.
    - NEW "PNG out": Save Output as PNG.
    [Other]
    - New Program Icon


    Update 0.2.1467 (07-Jan-2016)
    [Nodes]
    - NEW BilaOA: Oriented-Aligned Bilateral Filter

    - NEW ZMBLUR: Zoom Blur 1 channel
    - NEW ZMBLUR3: Zoom Blur 3 channels
    - NEW MTBLUR: Motion Blur 1 channel
    - NEW MTBLUR3: Motion Blur 3 channels

    - MIX2 (Blend): 6 New mix modes:
    Linear Dodge
    Linear Burn
    Linear Light
    Pin Light
    Abs Diff.
    Exclusion
    + Swap Inputs option

    - VRLCN: Improvements and more parameters

    - FLOW: New 5x5 Dx,Dy Kernels

    [Other]
    - Bugs fix: StdDEV,StdDEV3

  2. #82

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    Re: Program Testers

    Update 0.2.1524 (23-Mar-2016)
    [Nodes]
    - NEW TEMP.: Temperature
    - NEW VIBRANCE: Vibrance
    - NEW CHROMAK: Chromakey blend
    [Other]
    - Nodes and Global ProgressBar


    Update 0.2.1506 (07-Mar-2016)
    [Nodes]
    - NEW "HUE Harm": HUE Harmonizer
    [Other]
    - "Save Before & After" Check Button, to save both INPUT and OUTPUT in the same Picture.



    CHROMAK -ChromaKey
    Name:  Copia di pmFX19148_1369573485193_1407402717_31050257_4969532_n.jpg
Views: 4105
Size:  146.8 KB

  3. #83

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    Re: Program Testers

    Update 0.2.1600 (01-May-2016)
    [Nodes]
    - NEW Morpho: Morphological Erosion;Dialtion;Opening;Closing
    - NEW Skeleton: Morphological Skeleton
    [Other]
    - Use MouseWheel to zoom in/out (Keep mouse Left-Button pressed)
    - Use MouseWheel-Button Down to reset zoom to 1
    - New Project Preview thumbnails.
    - New Save Project Dialog.
    - Small bug in Save Before & After
    - Small bug of Progress Bars
    - Small bug on Save Project


    DOWNLOAD HERE
    or from SOFTPEDIA.COM


    Take a Look at some Photo Effect that can be done.

  4. #84

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    Re: Program Testers

    Update 0.2.1615 (24-May-2016)
    [Nodes]
    - NEW MIX2 x3: Mix 6 channels 2 by 2 same way as MIX2
    - NEW VALUE3 : 3 Constant Values (in 1 node)
    - NEW BLEND : Mix the first-channel with the 2nd-channel by an amount given by 3th Input
    - NEW BLEND3 : Mix the 3-first-channels with the 2nd-3-channels by an amount given by 7th Input
    [Other]
    - New Button: Delete Project.
    - If Node N-Inputs is greater that 3 draw it with bigger height.
    - Minor UI restyle
    - Small Bug Fix (Removed Screenshot)

    DOWNLOAD HERE
    or from SOFTPEDIA.COM

    Take a Look at some Photo Effect that can be done.

    Name:  BLEND3 Crack.jpg
Views: 3432
Size:  32.0 KBName:  BLEND3 test_3.jpg
Views: 3361
Size:  23.9 KB

  5. #85

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    Re: Program Testers

    Update 0.2.1675 (18-Jul-2016)
    [Nodes]
    - NEW ACE: Adaptive Contrast Enhancement
    - NEW VRACE: Variable Radius Adaptive Contrast Enhancement
    - NEW CannyEdge: Canny Edge Detector
    - NEW OTSU: Otsu monochrome thresholder
    - NEW EDGE: Edge by using magnituede of 5x5 Sobel operator
    - NEW Stereo: Stereo Ananglyph (Create a Stereo Anaglyph image form 2 input images)
    [Other]
    - No more use of Cairo internal CalcArc funtion.

    Update 0.2.1652 (05-Jul-2016)
    [Nodes]
    - NEW LocalHE2: Local Histogram Equalization V2 (CLAHE): works on each pixel.
    [Other]
    - New DropDownList to select Output Filename Prefix/Postfix based on current used Project.
    - Small Bug fix & optimization of HISTO Equ. HistoMATCH LocalHE VRCLAHE



    DOWNLOAD HERE
    or from SOFTPEDIA.COM

    Take a Look at some Photo Effect that can be done.

  6. #86

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    Re: Program Testers

    I am following progress, well sort of. I find your filters much inspiring but the rest of the interface a bit less so. It's not as much a "criticizing" thing as much as a "not for me" kind of thing.

    Keep up the good work. I wish you well with it in any which way possible.

  8. #88

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    Re: Program Testers

    @navion
    Thanks

    about interface what is that you don't like?
    The "too much deep" knowledge required about RGB channels... colors spaces... the understandings of what a single node do.... ?
    Or maybe the lack of "real-time" preview ?
    Someone told me that it is too complex.
    Yes maybe it is.. but my goal was the possibility for the user to create his custom-fx by using available nodes(FX). Something like LEGO base bricks used to build something bigger and yes ... more complex but with numerous possibility. Not like other softwares with simply some effects to apply in sequence.

    PS even criticizing is not a problem and may be useful for me

  9. #89
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    Re: Program Testers

    My thoughts :

    1- About bitmap filters : no matter what your code and interface, you just can not remove the trial-and-error method entirely out of the equation.

    2-About graphics in general : if you do lots of it, chances are, one job after the other, each job requires a number of repetitive and specific steps.

    3- About users : a casual user will probably enjoy a drag-drop-move-insert-effect-gadgety type of interface, because its cool and fun to play with. A power user on the other hand has these things in mind : productivity, repeatabilty, etc.

    I cater mostly to the power user. In order to meet the goals of point 1 and 2 above, I feel a script language is more productive than a graphic visual interface trying to record and execute those steps. Writing and managing a complex interface requires a lot of time and effort. A script language, much less so.

    Here is an example of such a script in my B2 program. The script is self explanatory but in a nutshell, it does the following : load a bitmap, enlarges it, vectorizes it, apply a texture, saves a large bitmap of the result. It then scales it down and make a comparison bitmap of the original and the scaled down version of the result. Then applies an invert filter and once again a comparison bitmap.

    The script can be saved, modified, etc... etc.... It's a one-click thing to re-do the 19 steps of this job and results are automatically saved. That's my approach on graphics.

    Here as screen shot of the working environment and the final comparison2 bitmap (saved as jpg)

    Name:  screen2.jpg
Views: 3174
Size:  73.2 KB

    Name:  comparison2.jpg
Views: 3179
Size:  107.3 KB

    As expected, the forum software does its usual job of scaling down my screen shot. Here's another pic that should show the script window better.

    Name:  script2.jpg
Views: 3172
Size:  34.9 KB
    Last edited by Navion; Jul 23rd, 2016 at 04:08 PM.

  10. #90
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    Re: Program Testers

    Quote Originally Posted by reexre View Post
    Is Anybody There ?
    Yep, I'm dropping by in this thread occasionally...

    And - as Navion - I find your work on the Filters outstanding...



    Also like some of your self-developed RC5-Widgets - especially the ones, which (in the
    bottom-right-corner of the above ScreenShot) are labelled: "Resistence" and "Tang Radius",
    and how they behave when "clicked and dragged"...

    Also great, that you finally ship the package without Setup, as a true portable App -
    And altough I'd have perhaps choosen "a more conventional GUI-approach", it's always interesting
    to see a true creative at work - and what he comes up with, using the tools at hand -
    I think you are not wired for "conventional" - so don't attempt to be, and keep surprising us...

    If you want to introduce Scripting-capabilities into your App (which I consider a great
    suggestion by Navion), you can do so quite easily now, since the newest RC5-binaries
    support ActiveScripting (without depending on the MS-Script-OCX).

    BTW, your new updated Neuronal-Network-approach (on youtube) is amazing as well -
    did you use the RC5 for the graphics-outputs there, too?

    Keep it up Roberto.

    Olaf

  11. #91

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    Re: Program Testers

    Due to my english-lacks I did not fully understand last Navion post.

    Anyway talking about using scripts approach I made some tests:

    First of all, thanks to Navion I created 2 new nodes called "Render" and "Render3"

    "Render" Do Render 2nd input to 1st input at given Destination Coords and Size.
    "Render3" Do Render 2nd inputs (RGB) triplet to 1st inputs (RGB) triplet at given Destination Coords and Size.
    They have the possiblity to Invert Foreground (2st-Triplet) or Background (1st-Triplet)

    So here there are some output Results:
    Same as Navion:
    Name:  maradonaNavion2.jpg
Views: 3083
Size:  267.3 KB

    Visual Project:
    Name:  Navion2.jpg
Views: 3082
Size:  20.6 KB

    How should look script Project:
    A = INPUT () Inputs[]

    B = INPUT 2 (.\BackGrounds\GREEN.jpeg) Inputs[]

    C = Value (0) Inputs[]

    D = Render3 (ThousandthPart, 0, 0, 500, 500, No Inversion) Inputs[C.1, C.1, C.1, A.1, A.2, A.3]

    E = MIX2 x3 (Overlay, 0, False) Inputs[A.1, A.2, A.3, B.1, B.2, B.3]

    F = Render3 (ThousandthPart, 500, 0, 500, 500, No Inversion) Inputs[D.1, D.2, D.3, E.1, E.2, E.3]

    G = Render3 (ThousandthPart, 0, 500, 500, 500, Foreground) Inputs[F.1, F.2, F.3, A.1, A.2, A.3]

    H = Render3 (ThousandthPart, 500, 500, 500, 500, Foreground) Inputs[G.1, G.2, G.3, E.1, E.2, E.3]

    I = OUTPUT () Inputs[H.1, H.2, H.3]

    Other Tests I made of "Render":
    Split and render RGB Channels
    Name:  maradonaRT1.jpg
Views: 3406
Size:  174.4 KB
    Visual Project:
    Name:  RenderTest1.jpg
Views: 3009
Size:  20.4 KB

    How should look script Project:
    A = INPUT () Inputs[]

    B = Value (0) Inputs[]

    C = MIX 3 (wheighted SUM, 30, 58, 12) Inputs[A.1, A.2, A.3]

    D = Render (ThousandthPart, 0, 0, 500, 500, No Inversion) Inputs[B.1, A.1]

    E = Render (ThousandthPart, 500, 0, 500, 500, No Inversion) Inputs[B.1, A.2]

    F = Render (ThousandthPart, 0, 500, 500, 500, No Inversion) Inputs[B.1, A.3]

    G = Render3 (ThousandthPart, 500, 500, 500, 500, No Inversion) Inputs[D.1, E.1, F.1, C.1, C.1, C.1]

    H = OUTPUT () Inputs[G.1, G.2, G.3]

  12. #92

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    Re: Program Testers

    Split and Render RGB channels as Gray
    Name:  maradonaRT2.jpg
Views: 3210
Size:  155.2 KB
    Visual Project:
    Name:  RenderTest2.jpg
Views: 3071
Size:  20.9 KB

    How should look script Project:
    A = INPUT () Inputs[]

    B = Value (0) Inputs[]

    C = MIX 3 (wheighted SUM, 30, 58, 12) Inputs[A.1, A.2, A.3]

    D = Render3 (ThousandthPart, 0, 0, 500, 500, No Inversion) Inputs[B.1, B.1, B.1, A.1, A.1, A.1]

    E = Render3 (ThousandthPart, 500, 0, 500, 500, No Inversion) Inputs[D.1, D.2, D.3, A.2, A.2, A.2]

    F = Render3 (ThousandthPart, 0, 500, 500, 500, No Inversion) Inputs[E.1, E.2, E.3, A.3, A.3, A.3]

    G = Render3 (ThousandthPart, 500, 500, 500, 500, No Inversion) Inputs[F.1, F.2, F.3, C.1, C.1, C.1]

    H = OUTPUT () Inputs[G.1, G.2, G.3]

    Warhol (wip):
    Name:  maradonaWarhol.jpg
Views: 2976
Size:  214.9 KB
    Visual:
    Name:  warhol.jpg
Views: 3054
Size:  37.2 KB
    Script:
    A = INPUT () Inputs[]

    B = MIX 3 (wheighted SUM, 30, 58, 12) Inputs[A.1, A.2, A.3]

    C = Value3 (50, 100, 0) Inputs[]

    D = Otsu () Inputs[B.1]

    E = Render3 (ThousandthPart, 0, 0, 334, 334, No Inversion) Inputs[C.1, C.1, C.1, C.1, D.1, D.1]

    F = Render3 (ThousandthPart, 333, 0, 334, 334, No Inversion) Inputs[E.1, E.2, E.3, D.1, C.1, D.1]

    G = Render3 (ThousandthPart, 666, 0, 334, 334, No Inversion) Inputs[F.1, F.2, F.3, D.1, D.1, C.1]

    H = Render3 (ThousandthPart, 0, 333, 334, 334, No Inversion) Inputs[G.1, G.2, G.3, C.1, C.1, D.1]

    I = Render3 (ThousandthPart, 333, 333, 334, 334, No Inversion) Inputs[H.1, H.2, H.3, C.1, D.1, C.1]

    J = Render3 (ThousandthPart, 666, 333, 334, 334, No Inversion) Inputs[I.1, I.2, I.3, D.1, C.1, C.1]

    BF = Render3 (ThousandthPart, 0, 666, 334, 334, No Inversion) Inputs[J.1, J.2, J.3, D.1, C.1, C.2]

    BE = Render3 (ThousandthPart, 333, 666, 334, 334, No Inversion) Inputs[BF.1, BF.2, BF.3, C.1, D.1, C.2]

    BH = Render3 (ThousandthPart, 666, 666, 334, 334, No Inversion) Inputs[BE.1, BE.2, BE.3, C.2, C.1, D.1]

    BG = OUTPUT () Inputs[BH.1, BH.2, BH.3]

  13. #93

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    Re: Program Testers

    Name:  pmFXhair-summer-girl-face-smile.jpg
Views: 2996
Size:  42.8 KB

    Visual:
    Name:  FORMULApalm.jpg
Views: 3062
Size:  22.7 KB

    Script:
    A = INPUT () Inputs[]

    B = Value3 (100, 80, 30) Inputs[]

    C = Value3 (100, 30, 10) Inputs[]

    D = Formula ((-H+1.005)*0.5) Inputs[A.1]

    E = Formula ((W+1)*0.5) Inputs[A.1]

    F = Formula (x-0.7) Inputs[D.1]

    G = Formula (x-0.33) Inputs[E.1]

    H = Formula2 (sqr(x*x+x2*x2)) Inputs[F.1, G.1]

    I = Formula3 (0.2 + 0.1 * Cos(2*Arctan( X / (x3 + X2+.00001) ) * 10 + 25 * x2 + 4)) Inputs[F.1, G.1, H.1]

    J = Formula (X^0.5) Inputs[D.1]

    BF = BLEND3 (0) Inputs[C.1, C.2, C.3, B.1, B.2, B.3, J.1]

    BE = MIX 2 (ADD, 0, False) Inputs[I.1, H.1]

    BH = Smooth S (430, 380) Inputs[BE.1]

    BG = MIX2 x3 (MUL, 0, False) Inputs[BF.1, BF.2, BF.3, BH.1, BH.1, BH.1]

    BB = OUTPUT () Inputs[BG.1, BG.2, BG.3]


    I'm still not sure that a Scrip-Language should be easier and more productive...
    Because:
    -With my visual approach, for complex Projects usually it's easyer to follow and understand the Data-Flow.
    -My approach works on single channels not RGB-triplets at one time.
    -Most of my developed nodes have a number of Parameters to set.


    Many thanks for the encouragement Olaf!
    Yes my 2D stick creature evolution final render is made with RC5
    Download Here:
    https://miorsoft.github.io/Site/index.html

  14. #94
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    Re: Program Testers

    There are pros and cons to everything. While I do agree your node-GUI is the right thing for your program, is does not necessarily means a script approach is exclusive. These are issues that each of us programmers have to make decisions about. In the early stages of my project, a script language was essential as it could help me performs steps ahead of GUI implementation. Things are a bit different now. I pump up bitmap filters routines faster than I can keep the script language current.

    Yet this thread served a useful purpose for me and that is about making my script language as current as the GUI is in order to avoid backlog of the script language. I'll be more vigilant in that regard from now on. The main problem is about choosing keywords that will be simple and allow recognition for the hundreds of bitmap filters already implemented.

    All the filters were there, it took me about 20 minutes to update the script language to produce this image from a script. That was easy wasn't it? Well yes and no. I choose keywords as they came to mind. This now has to be rationalized further. Besides, while the script works, it sure is not optimal and needs to be reviewed further to be more compact and comprehensive. Lots of new ideas on how to make it faster, better.

    Code:
    bitmap maradona
    grayscale
    copy
    bitmap maradona
    paste bottom
    save maradona1
    
    bitmap maradona
    channel red
    save maradonared
    
    bitmap maradona
    channelgray red
    copy
    bitmap maradonared
    paste bottom
    save maradona2
    
    bitmap maradona
    channel green
    save maradonagreen
    
    bitmap maradona
    channelgray green
    copy
    bitmap maradonagreen
    paste bottom
    save maradona3
    
    bitmap maradona
    channel blue
    save maradonablue
    
    bitmap maradona
    channelgray blue
    copy
    bitmap maradonablue
    paste bottom
    save maradona4
    
    bitmap maradona2
    copy
    bitmap maradona1
    paste right
    save maradonaALL
    
    bitmap maradona3
    copy
    bitmap maradonaALL
    paste right
    save maradonaALL
    
    bitmap maradona4
    copy
    bitmap maradonaALL
    paste right
    save maradonaALL
    Name:  maradonaALL.jpg
Views: 3210
Size:  33.3 KB

    Edit. From same script, things are easy.

    Name:  hillaryALL.jpg
Views: 2823
Size:  26.1 KB

    (Low quality because forum shrunk down jpg's)
    Last edited by Navion; Jul 27th, 2016 at 09:24 AM.

  15. #95

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    Re: Program Testers

    Many New Stuff on V0.3
    DOWNLOADS

    SoftPedia ZIP
    ZIP
    ZIP Lite
    Self Extractor
    Self Extractor Lite


    Update 0.3.60 (12-Sept-2016)
    [Nodes]
    - New RENDER: Draw 2nd channel (Foreground) to the 1st Input (Background) at a given position and size
    - New RENDER3: Draw 2nd triplet of inputs (Foreground) to the 1st triplet (Background) at a given position and size
    - New RENDERex: Draw 2nd channel (Foreground) to the 1st Input (Background) at given 4 Corners position
    - New RENDER3ex: Draw 2nd triplet of inputs (Foreground) to the 1st triplet (Background) at given 4 Corners position
    - New MAP: Map input range to a new range given by NewMin and NewMax (Using Input Min & Max Values)
    - New MAP3: Like Map for 3 Channels
    - New THINNING: ZhangSuen Thinning
    - New BLUR3: Gaussian Blur 3 Channles
    - New CURVE9: Simple 9Points Spline Curve transformation (X at every 1/8)
    - New MUL3: Multiply 3 Channels by 3 given values expressed as percentage
    - New LocalMAP: Similar to Map but Locally. WIP!
    - OTSU: from 2 Levels (Monochrome) to Multilevels (Max 5)
    [Other]
    -DPI-Aware GUI (to Zoom Use MouseWheel+CNTRL)
    -While Zooming keep Node-Parameters-Container at same screen position
    -Keep same Zoom factor at Program Restart (Settings.ini - File)
    -Option to see every Node Output by clicking it
    -Experimental auto-connect nodes on New Node MouseUp-event
    -Auto Set Default Parameters Values when adding new Node
    -Node Parameters tweaker: Diplay more than 6 parameters
    -LocalHE2: Changes (Mainly ClipLevel parameter scale)
    -BLUR: Bug fix (Picture Borders) and optimization
    -ACE: Revisited
    -VRACE: Revisited
    -Portable Self-Extractor Executable Version (Full/Lite)
    -Use of CopyMemory (Faster Inter-Nodes Data transfer. Faster Node that have N of Iterations param.)
    -UC TextUpDown allows negative values
    -Use More Standard MousePointers
    -New "Support" Folder


    OTSU - Nobuyuki Otsu Multi-level Thresholding
    Original
    Name:  159[KGWKO].jpg
Views: 2701
Size:  117.1 KB
    2 Levels (0-1)
    Name:  159[RJFVJ].jpg
Views: 2706
Size:  84.0 KB
    3 Levels (0-0.5-1)
    Name:  159[QIEUI].jpg
Views: 2718
Size:  116.1 KB
    4 Levels (0-0.33-0.66-1)
    Name:  159[LPDTP].jpg
Views: 2682
Size:  122.0 KB
    5 Levels (0-0.25-0.5-0.75-1)
    Name:  159[KOCSO].jpg
Views: 2783
Size:  124.3 KB

  16. #96

  17. #97

  18. #98

  19. #99

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    Re: Program Testers

    What will be new in future Update:


    New Node SPLIT / SLPIT3
    Useful to process stereo Images:

    Example:
    Original
    Name:  [NO_FX.txt]CosimaHeadStereoPairMid.jpg
Views: 2627
Size:  55.0 KB
    [STEREOwSPLIT.txt]
    Name:  [STEREOwSPLIT.txt]CosimaHeadStereoPairMid.jpg
Views: 2693
Size:  138.3 KB


    New Node SPINBLUR(3)
    Original:
    Name:  [NO_FX.txt]brazil-girl-football.jpg
Views: 2806
Size:  43.7 KB
    Various SpinBlur:
    Name:  [Spin Blur.txt]brazil-girl-football.jpg
Views: 2685
Size:  21.5 KBName:  [Spin Blur 3-2.txt]brazil-girl-football.jpg
Views: 3020
Size:  17.5 KB

  20. #100

  21. #101

  22. #102

  23. #103

  24. #104

  25. #105

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    Re: Program Testers

    What will be New:

    [Nodes]
    -New Split: Split Channel in 2 halfs (useful for stereo images)
    -New Split3: Split 3channels image in 2 halfs (useful for stereo images)
    -New POW3: Power of 3 Channels (Like Pow)
    -New SpinBLUR: Spin Blur
    -New SpinBLUR3: Spin Blur 3 channels
    -New RGB>Yxy: RGB to Yxy colorspace conversion
    -New Yxy>RGB: Yxy to RGB colorspace conversion
    -New HeatMap: Grayscale to HeatMap(rgb)
    -New Sorting: Pixel Sorting effect.
    -New Solarize: Classic Solarization Filter
    -New Solarize3: Classic Solarization Filter
    -New OilPaint: Classic OilPainting
    -New OilPaint3: Classic OilPainting (RGB)
    -New Chroma: Chromaticty colorspace conversion
    -New LocalTHR: Local Threshold Binarization
    -New LocalOTSU: Experimental Local Otsu
    -DoG: Picture borders fix (Call 2 Blurs instead of in-built blurs)
    -HSL: Colorspace conversion added: Darel Rex Finley "HSP"
    -StdDEV, TODO StdDEV3: Revisited
    [Other]
    -Small bug fix of "Keep same Zoom factor at Program Restart" in some systems.
    -Allow more than 3 outputs for Nodes (max 6)
    -Fix missing "Background" Folder in Package(s)
    -New PopUp-Message Widget.
    -Small Interface restyles

  26. #106

  27. #107

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    Re: Program Testers

    UPDATED


    DOWNLOADS

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

    No more use of "Full" and "Lite" Versions of PhotoModularFX.
    Just 1 version plus a self-extracting archive file (Thumbs.exe) with all projects thumbnails to extract in "\PhotoModularFX\Projects\" folder.


    What's new:
    Update 0.3.400 (05-Apr-2017)


    [Nodes]
    -INPUT2 added Alpha-Channel node output.
    -New INPUTA: Main Input Photo RGB+Alpha Channel
    -New PowEx3: Extended Pow (3 channels)
    -New DCTEqu: Discrete Cosine Transform Equalizer
    -New Normalize: Reset Mean and Variance
    -New Normalize3: Reset Mean and Variance
    -New LocalNorm.: Local Reset Mean and Variance
    -New ClrMatrix: 3x3 Color Matrix
    -New RGB>CMYK Colorspace conversion
    -New CMYK>RGB Colorspace conversion
    -New Palettize: Single Channel to RGB palette using Cos function.
    -New Suppress: Cut values between a threshold
    -New Voronoi: Voronoi Tassellation
    -New Extent Extent3 & Extent4: Extent/Matting Canvas
    -Kmean123D: Optimization (Damping)
    -KuwAniso: Fixing and speed Improvement.
    -StdDEV & StdDEV3: Improvements
    -Faster ThrBLUR ThrBLUR3 and Bilateral:added Uniform Poisson Disk space-kernel (for big radii)
    -Mix3: New Mixmodes: Min;Max;Gray Desaturation;Gray BT.601;Gray BT.709; Gray BT.2020;Abs Greater;Abs Smaller
    -Mix2: New mixmodes: SmoothMin;SmoothMax;Abs Greater;Abs Smaller
    -xPois: Improvements
    [Other]
    -Some Icons restyles
    -Bug fix of autoconnect (on no-connections project)
    -Bug fix on 5x5 sobel kernel (FLOW)
    -Small Bug fix on ProgressBar (1../20)
    -Faster Startup (Delay "CC" creation to when it's needed)
    -Widget TextUpDown little restyle
    -Updated vbRichClient's vbWidgets
    -Added Load GIF and SVG formats
    -DoubleClick Editor to Switch FullScreen mode (On/Off)
    -Nodes tooltips: Added Input/Output Pins description.
    -Added WindowHandle to LoadImage Dialog (Form.hWnd)

  28. #108

    Thread Starter
    Fanatic Member
    Join Date
    Sep 2010
    Location
    Italy
    Posts
    678

    Re: Program Testers

    UPDATED


    DOWNLOADS

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


    Self-extracting archive file (Thumbs.exe) with all projects thumbnails to extract in "\PhotoModularFX\Projects\" folder.


    Update 0.3.462 (15-Sep-2017)
    [Nodes]
    -New: CubicBezier: Cubic Bezier through 2 given points transform.
    -New: LocalHE3: Local Histogram Equalization (CLAHE) on 3 channels at one time.
    -ThrBlur; ThrBlur3: Optimization (Do not recreate Poisson Disks)
    -VRLCN: New variance computation algo.
    [Other]
    -FLOW: Improved Smooth Algo
    -CannyEdge: Little improvement
    -Kmean123D: New algorithm for initial centroids selection: (Kmean++)
    -Updated vbRichClient's vbRC5BaseDlls
    -PoissonDisk: Applyed Box Muller Transform Distribution
    -PopUp Messages: Little Fix
    -Fonts: some tweaks
    -Nodes tooltip: better (removed newlines)
    -Zoom: Smoother

  29. #109

  30. #110

  31. #111

  32. #112

    Thread Starter
    Fanatic Member
    Join Date
    Sep 2010
    Location
    Italy
    Posts
    678

    Re: Program Testers

    UPDATED


    DOWNLOADS

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


    No more use of "Full" and "Lite" Versions of PhotoModularFX.
    Just 1 version plus a self-extracting archive file (Thumbs.exe) with all projects thumbnails to extract in "\PhotoModularFX\Projects\" folder.


    What's new:
    Update 0.3.580(18-Dec-2017)

    [Nodes]
    -NEW: Stretch;Stretch3: Histogram Stretch.
    -NEW: ToneMap,ToneMap3: Tone Mapping for 1 and 3 channels.
    -Blur;Blur3: Added BOX blur Algo.
    -StdDEV;stdDEV3 (Standard Deviation): Really a lot Faster
    -LocalHEii: Little faster
    -VRCLAHE: Algo retouch
    -BilaOAEX: Pyramids without cairo
    -Normalize;Normalize3: Now output range can be not clamped 0-1
    -MtBlur;MtBlur3: small bug fix
    -Ramp: Bug fix on RepatMode:Standard (Left-Right;Up-Down)
    -RGB>HSL;HSL>RGB: Added HSV colorspace conversion.
    [Other]
    -Sound: Added checkbox to turn "ready output" sound on/off.
    -GUI: Little restyles, lighter nodes and draw speedup.

  33. #113

    Thread Starter
    Fanatic Member
    Join Date
    Sep 2010
    Location
    Italy
    Posts
    678

    Re: Program Testers

    UPDATED


    DOWNLOADS

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


    Whats new on Update 0.3.783 (21-Feb-2018)

    [Nodes]
    -NEW: CAIR: Content Aware Image Resize.
    -NEW: Plastic: Plastic Wrap Effect.
    -NEW: Crop: Crop Top-Bottom Left-Right
    -NEW: xPainter: experimental 'Painter effect'
    -NEW: xBiro: experimental 'curve effect'
    -NEW: xChord: experimental 'chord effect'
    -NEW: Sauvola: Sauvola thresholding
    -Render3: Allow different sizes between input triplets.
    -RGBtweak Renamed to ADD3
    -xPOIS: Added 'Source' background
    [Other]
    -Download latest version if available (click "u" button)
    -Import project from Picture: Small bug fix (getProjectAsString)
    -Custom Checkbox and DropDown: Right click for Default Value
    -Project Description: Allowed all chars but ","

  34. #114

  35. #115

  36. #116

  37. #117

  38. #118

  39. #119

    Thread Starter
    Fanatic Member
    Join Date
    Sep 2010
    Location
    Italy
    Posts
    678

    Re: Program Testers

    UPDATED

    DOWNLOADS

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


    Whats new on Update 0.3.834 (01-Mar-2018)
    [Nodes]
    [Other]
    -Removed update (download latest version)
    -New "Flat" faster GUI

    Name:  Cattura2.PNG
Views: 968
Size:  26.7 KB

  40. #120

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