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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 6:14 am  (#61) 
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dd wrote:
I've tried the specularity setting, but for me, changing it to anything other than 1.0 (full shiny) makes the result all garbled.

The same with me dd. I have to run it at the shiny and as soon as I pull the slider to the left, it looks like a sandy side walk

also, I am trying to making a larger sphere. I start with a 2048 x 2048 transparent layer, I fill it with my gradient, I then use the Render > environment map. I go to map > map to object and run it to make a sphere with transparent bg. The problem is that the sphere only stays the de fault size and I want it the same size as the layer. I don't see any setting in the map to object where I can change this. I tried the resizing tool but that doesn't work. Any suggestions guys?

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 6:45 am  (#62) 
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Hoping for a windows 64bit version

in the while i grabbed the 32bit from MareroQ :jumpclap :tyspin hopefully will work also in 64bit gimpainter

GnuTux wrote:
I can't quit playing with this. I've went purps! :mrgreen:

Purps Spherical EnviroMap
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Purps Text
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Inverted Text With Inlayed Background
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Gnu Tux your logo are more and more amazing :clap :clap

dd wrote:
Quote:
make a selection and shrink 2-3 px, like dd suggested.


No, I suggested making the initial shape 2x or 3x size (you know... 200-300%, not 2-3 pixels), then running the plugin, then shrinking the result back to the intended size.

I mean, that's sort of how antialiasing works in the first place...


DD
I suggest a simple step that should allow to get the same effect but shrinking less (as from 150% larger , instead then 200 or 300%
It is a killer for the most tiny sharp noise that may fool more smart denoise method :

I suggested making the initial shape 2x or 3x size (you know... 200-300%, not 2-3 pixels), then running the plugin,then apply A VERY SUBTLE gaussian blur 1 , max ,1.5 (theory say that blur should correspond to the scaling 2 for 2:1, 3 for 3:1 but i prefer lower value , seldom more then 1.5 ) then shrinking the result back to the intended size.

Often if surprising how much difference may do that 1.5 before scaling down

(I read of this trick from some ofnuts :tyspin message, now is part of my workflow )

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 7:53 am  (#63) 
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:bump dd wrote:
I've tried the specularity setting, but for me, changing it to anything other than 1.0 (full shiny) makes the result all garbled.

The same with me dd. I have to run it at the shiny and as soon as I pull the slider to the left, it looks like a sandy side walk

also, I am trying to making a larger sphere. I start with a 2048 x 2048 transparent layer, I fill it with my gradient, I then use the Render > environment map. I go to map > map to object and run it to make a sphere with transparent bg. The problem is that the sphere only stays the de fault size and I want it the same size as the layer. I don't see any setting in the map to object where I can change this. I tried the resizing tool but that doesn't work. Any suggestions guys?

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 7:58 am  (#64) 
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In the map object plugin, there should be a tab called "position" or "orientation" or something. Change the z value of the "position" setting, it will make the sphere closer or further (ie. bigger/smaller).


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 8:02 am  (#65) 
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thanks dd but that didn't work, I tried all three settings and they just changed the orientation of the sphere.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 8:26 am  (#66) 
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I finally got it, I used the bottom sliders in the orientation instead of the top, thanks dd. As much as I tried, I couldn't get it right unless I merged the text with the black background

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brightness and contrast

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 8:39 am  (#67) 
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Great results, Molly! Yes, The text must be on a black background, as I pointed out in this post.

I've been doing some more sperimentin' and I've determined that the sphere map doesn't need to be very large after all. Maps that are 250x250 to 300x300 pixels seem to work just fine.

A 250x250 spherical map with a transparent background produces these results when applied to the following white text, gauss blurred to 5 and placed on a black background.

All results were mapped to the this text..
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Map 250x250 pixels
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Results
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When I move the slider toward diffuse Value=9
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The black background of the text will take on color of the map's background, including transparency.

Map With Blue Background
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Result
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Results of Map with Black Background
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EnviroMapped Spehere 339x339 pixels with transparent background
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Flat Curve With Smoothing=14
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Round Curve
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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 8:55 am  (#68) 
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O MY, I have my work cut out for me now. I didn't know we could use an ordinary landscape to sphere, as long as it is square.
I knew about the black BG, I mentioned that I don't get good results unless I merge down before running the plug-in.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 10:01 am  (#69) 
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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 11:34 am  (#70) 
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@MararoQ thanks for the updated Win version! You rock!
Can't wait to get 64-bit version :roll:

Nice results molly! Good job! I described my workflow in my 4th or 5th post here, target layer should be b/w image
without sharp and feathered edges. So blurring by 3-5 px depending on image size should work.

@Tux the attached maps in OP are 200x200 px and they work fine in most cases, I recommended
higher resolution 300ppi and a bigger size 1024x1024 px only for big images to avoid pixel stretching as it happens
in GIMP's map to object (sphere) plugin - low-res maps create areas with hot pixels..


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 11:59 am  (#71) 
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Thanks for the info, K1te. I do like to test all options just to see the results for myself :hehe

I wanted to share some settings for the EnviroMap srcript to produce good spherical maps. You can changing the blend mode, blend shape (conical asymmetric is good) from these base settings to get more interesting results, as well. I should probably just go ahead and update the EnviroMap script with an option to generate spherical maps.

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I tested with larger gauss blurring amounts and came out with this.

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I had to smooth a little but I think some interesting results can be had with various white on black bump maps as the target.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 12:05 pm  (#72) 
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GnuTux wrote:
I should probably just go ahead and update the EnviroMap script with a option to generate spherical maps.


That would be awesome! :jumpclap


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 12:05 pm  (#73) 
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Turned out really shiny, I like that.
I like the idea to add some options to the enviromap

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 1:00 pm  (#74) 
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Btw, has anyone contacted the author of the plugin, to suggest adding the #include line (and possibly the makefile) in the official version?


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 2:53 pm  (#75) 
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The EnviroMap Script has now been updated to generate Spherical Maps. :bigthup

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 6:54 pm  (#76) 
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Tux - Thanks for the new environment map script.

So the real test for me is how realistic looking can I make a chocolate bar.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 6:59 pm  (#77) 
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Looks just like a caramello. Image

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 7:10 pm  (#78) 
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Do y'all remember those chocolate bars caramilk. looks like that to me too. Wouldn't mind 3 or 4 right now, nice job he4rty.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 7:46 pm  (#79) 
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Thanks for the comments, still experimenting.

This has the potential to make some nice looking buttons,

1. created a white square on a black background and blurred by 5px.
2. selected the white square and shrunk selection by 10px and filled with black.
3. ran the ML Bevel using rounded v2 and sphere map, then just cut out the button.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Fri Jan 03, 2014 7:53 pm  (#80) 
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Very real looking.

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