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 Post subject: MLBevelReflect plugin (re-discovered)[Updated!]
PostPosted: Tue Dec 31, 2013 2:38 pm  (#1) 
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 ! 'Mod" wrote:
ML Bevel Reflect has been updated to Version 2.0
CLICK HERE for information regarding the New Version 2.0 of the ML Bevel Reflect Plugin




ML Bevel Reflect V1.0

[Edit.
(SEE THE ATTACHMENT BELOW FOR UPDATED 32-bit WINDOWS VERSION -Courtesy of MareroQ, thank you!)
Attachment:
MLBevelReflect-win-32bit-Round v2.zip [176.69 KiB]
Downloaded 375 times


New!!! 64-bit Windows binaries are now on page 10 in pogogo's post.

Edit. Extra stuff: new Blender made maps (see the attachment and examples at the bottom of this post)]



The only comment 'does not work' on plugin Registry might have scared people away
from giving it a try. This plugin deserves more than that because it's beautiful and
quite unique.

First off, it creates quite decent Normal Maps which is very useful for 3D application users.
Image

Normal Map

Image

But this is not everything this plugin is about. It uses these maps to wrap light probe image
around objects of your choice (text, shapes, etc)

Choose this option and select the light probe
Image

Just a few examples demonstrating what MLBevelReflect can do

Image
Image
Image
Image
Image
Image

You're going to need so called 'light probe' images or HDRi probes, commonly used in 3D applications as the environment source of light
for 3D objects. You can find and download them from internet or make your own if you're a good photographer with
the right equipment or create them in 3D application (as I do).
To get you started I prepared some light probe maps from the images downloaded from Internet (see the attachment)
Also, here is download link to free hi-quality true HDRi's http://download.mcneel.com/s3/mcneel/br ... ler_bj.zip [Edit: hdr to png converted images are now on page 9]

When you make your own light probes, keep in mind that map resolution should be appropriate for the image you work on.
The bigger the image the bigger map you need and higher ppi value.
For HD resolution I'd recommend 1024x1024 with 300ppi light probes.

Cheers, enjoy and Happy New Year everyone!!!



Attachment:
K1 maps.zip [851.11 KiB]
Downloaded 391 times


New maps
Attachment:
Blender generated matcaps PNG 512x512.zip [766.85 KiB]
Downloaded 308 times

Image
Image
Image


Last edited by K1TesseraEna on Thu Jan 23, 2014 11:01 pm, edited 3 times in total.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Tue Dec 31, 2013 2:49 pm  (#2) 
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Your examples are excellent K1TesseraEna.
I'll be checking this one out for sure.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Tue Dec 31, 2013 3:09 pm  (#3) 
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Odinbc wrote:
Your examples are excellent K1TesseraEna.
I'll be checking this one out for sure.


Thank you Odin!
I forgot to mention that there are only Windows binaries at the moment but
the source files available to compile binaries for Linux and Mac users.
Maybe GC Linux users (GnuTux, YAFU) can compile it for you.
I think this plugin is worth it. I'd love to have 64-bit compilation
since plugin seems to be a bit slow on big size images.


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Tue Dec 31, 2013 5:30 pm  (#4) 
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They are all very beautiful and so different I love the shiny ones but I do see quite a lot of pixilation around the edges, can that be fixed with a small blur?

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Tue Dec 31, 2013 5:44 pm  (#5) 
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Thank you molly!
According to plugin's author MLBevelRef can't do antialiasing.
To avoid jagged edges I blurred at 2 px before running plugin, then alpha selected (with antialiasing enabled, of course) and shrank down 1 pixel.
Maybe 3px blur and 2px shrink would look better.


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Tue Dec 31, 2013 6:33 pm  (#6) 
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Maybe that might work, too bad cuz they are so nice

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Tue Dec 31, 2013 11:48 pm  (#7) 
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@K1TesseraEna

Cool examples
I don't understand if the images to use as probe should be already mapped to a sphere or equirectangular,
which of the 2 ?

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Wed Jan 01, 2014 12:00 am  (#8) 
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Close all images but the one you work on.
Open L_probe images not as layers but as separate images.
Start MLBevelReflect and choose one map (L-probe image) from the drop down menu. That's it.


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Wed Jan 01, 2014 12:06 am  (#9) 
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It looks pretty cool. So, it basically remaps the sphere (L-Probe) to other elements in GiMP?

The download link to "free hi-quality true HDRi's" doesn't work for me.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Wed Jan 01, 2014 12:29 am  (#10) 
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GnuTux wrote:
It looks pretty cool. So, it basically remaps the sphere (L-Probe) to other elements in GiMP?

The download link to "free hi-quality true HDRi's" doesn't work for me.


The link does not take you to the d/l site, it triggers direct download, works in Chrome browser
should be no problem with FF or EI.
Forgot to mention, gimp does not support HDRi file format, need another program to convert to png, jpg.
Blender, PS do support HDRi.


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Wed Jan 01, 2014 12:38 am  (#11) 
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OK, I received couple of reports that the link to HDR files is dead, although it works for me, starting direct download.
The zip package is about 20MB this is why I could not attach it here.
If it didn't work for you, here's the site http://www.hdrlabs.com/cgi-bin/forum/Ya ... 20720670/0
It's the link in the first post.
Also see my previous post about hdr file format.


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Wed Jan 01, 2014 1:49 pm  (#12) 
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Tried to compile this but so far no success... keeps giving errors.


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Wed Jan 01, 2014 2:43 pm  (#13) 
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Aha - success!

Note to others: you have to add this line to the source in order for it to compile properly with GCC:

#include <stdlib.h>


Add it below the other #includes. After that it compiled just fine. I guess some windows compilers automatically include some macros that are in that header, but GCC needs it to be included explicitly. Now to see if the plugin works...

(yep, it works. )


Last edited by dd on Wed Jan 01, 2014 2:59 pm, edited 1 time in total.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Wed Jan 01, 2014 2:48 pm  (#14) 
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dd wrote:
Aha - success!

Note to others: you have to add this line to the source in order for it to compile properly with GCC:

#include <stdlib.h>


Add it below the other #includes. After that it compiled just fine. I guess some windows compilers automatically include some macros that are in that header, but GCC needs it to be included explicitly. Now to see if the plugin works...


Good job dd! Thank you, appreciate your effort.
I knew you'd figure this one out once I saw you were onto it :bigthup


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Wed Jan 01, 2014 3:05 pm  (#15) 
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No prob. It's a nice plugin, the lack of antialiasing is a bit of a bummer though... maybe this would work better with oversampling - enlarge the heightmap to 2-3x, run the plugin, then shrink back down...


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Wed Jan 01, 2014 3:23 pm  (#16) 
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Yay, it works!

Attachment:
mltest.png
mltest.png [ 661.15 KiB | Viewed 1985 times ]


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Wed Jan 01, 2014 3:44 pm  (#17) 
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Ok, here's something that will probably help Linux users - I took the edited source file and added in a Makefile, to make installing the plugin easier. Should work with make install (requires su/sudo), or make userinstall (no su required).

Attachment:
MLBevelReflect-edited.tar.bz2 [186.57 KiB]
Downloaded 126 times


Last edited by dd on Sat Jan 04, 2014 1:45 pm, edited 1 time in total.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Wed Jan 01, 2014 4:35 pm  (#18) 
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Got it compiled with gimptool (yes, it needed that #include <stdlib.h>).

However, a bit of caution: if your image is not valid, no black spots for beveling for example, the plugin goes to loop forever... I.e. hangs.

Otherwise, seems to work.


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Wed Jan 01, 2014 7:03 pm  (#19) 
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In a windows enviroment I found it best to deselect preview then change the settings,press OK and wait as the plugin take time to do it's magic
Image
I would like to see a 64 bit version of the plugin compiled (hint! hint! Samj or others)

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Wed Jan 01, 2014 7:33 pm  (#20) 
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Very nice guys

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