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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Wed Jan 01, 2014 10:51 pm  (#21) 
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On this image I used Enviroment map on a square Image with these settings on a white image with transparency and selection
Image
Image
Map
Image
Settings
Image
Result
Image

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Wed Jan 01, 2014 11:19 pm  (#22) 
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:ninja

We think alike Graechan. :lol

Thanks for the makefile, dd.

I made a small edit to the makefile to allow compiling under Fedora 64bit.
From this..
$(CC) $(CFLAGS) -o $@ $^ $(LIBS)

To this..
$(CC) $(CFLAGS) -lm -o $@ $^ $(LIBS)

I'll attach the source & binary. As the docs says, just copy the MLBevelReflect executable to the GIMP plug-ins folder and it will register appear under Filters/Map/MLBevelReflect.

I was able to get some nice results with a spherical environment map. Used EnviroMap to create a 1024x1024 square environment map, then mapped that to a sphere.

Golden Spherical EnviroMap
Image

Image

Multi-Hue Spherical EnviroMap
Image

Image

Added a little anisotropic smoothing, saturation and contrast tweaks to get to the final result. :cool

Thanks for bringing this one out of the mothballs, K1. I'll bet a little education can be had by studying the source code. :hehe


Attachments:
File comment: MLBevelReflect Source & Binary Fedora x64
MLBevelReflect-master-Fedora_x64.zip [195.33 KiB]
Downloaded 160 times

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Wed Jan 01, 2014 11:44 pm  (#23) 
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Awesome results, Graechan and GnuTux!

I have actually done a couple of runs yesterday with your EnviroMap script generated maps GnuTux.
Looked nice too :bigthup

@kimppi you're right it's better not to have a white blank or transparent layer selected before starting plugin.

My workflow: create a black BG, new transparent layer with shapes or text layer (white color),
gaussian blur 4-5 pixels, merge layers, run the script. If this creates extensive outline, make a selection and shrink 2-3 px,
like dd suggested.

From the author notes - it takes more time to render thicker spherical slopes, hence, if you had chosen super bold font,
expect longer render time.
I've noticed that the transparency may increase computation time, you might want to avoid unnecessary
transparent areas in your image.

Also tried to run the plugin on desaturated pattern fills, works great when you increase the contrast, blur and use one of the
light probes or EnviroMap generated maps.

THanks for the new maps GnuTux!


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Wed Jan 01, 2014 11:58 pm  (#24) 
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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...


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Thu Jan 02, 2014 12:19 am  (#25) 
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@dd I see what you mean now

I also played with blur values, it gives interesting variability to the rendered image

this one blurred at 25px (path outline shows the original size)
and then path select, invert and cut

Image
Image


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Thu Jan 02, 2014 12:37 am  (#26) 
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I noticed that I have an additional slope option in my menu than what's in the menus previously posted .

Image

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Thu Jan 02, 2014 12:50 am  (#27) 
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GnuTux wrote:
I noticed that I have an additional slope option in my menu than what's in the menus previously posted .

[ Image ]


You're right, windows version has only one (mine and Graechan's)
How does this extra option work?


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Thu Jan 02, 2014 9:19 am  (#28) 
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@K1TesseraEna, thanks for sharing this!
@dd, thanks for sharing the 32bit binary (I can not build the plugin, even with "#include <stdlib.h>")
And thanks to Marcel for the plugin!

Linux users can use Luminance HDR to open Light Probe HDR images and export them to jpg.
http://qtpfsgui.sourceforge.net/

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Thu Jan 02, 2014 9:38 am  (#29) 
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GnuTux wrote:
:ninja

We think alike Graechan. :lol

Thanks for the makefile, dd.

I made a small edit to the makefile to allow compiling under Fedora 64bit.
From this..
$(CC) $(CFLAGS) -o $@ $^ $(LIBS)

To this..
$(CC) $(CFLAGS) -lm -o $@ $^ $(LIBS)

I'll attach the source & binary. As the docs says, just copy the MLBevelReflect executable to the GIMP plug-ins folder and it will register appear under Filters/Map/MLBevelReflect.

I was able to get some nice results with a spherical environment map. Used EnviroMap to creating a 1024x1024 square environment map, then mapped that to a sphere.

Golden Spherical EnviroMap
Image

[ Image ]

Multi-Hue Spherical EnviroMap
Image

[ Image ]

Added a little anisotropic smoothing, saturation and contrast tweaks to get to the final result. :cool

Thanks for bringing this one out of the mothballs, K1. I'll bet a little education can be had by studying the source code. :hehe


wow, these are awesome. This is the best text I have seen so far in gimp..There are no jagged edges what so ever. :bigthup :clap :coolthup

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Thu Jan 02, 2014 10:04 am  (#30) 
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You're welcome YAFU!
Yeah, I forgot about Luminance, thanks for reminding.
Has dd's compilation worked for you?


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Thu Jan 02, 2014 10:19 am  (#31) 
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YAFU wrote:
@K1TesseraEna, thanks for sharing this!
@dd, thanks for sharing the 32bit binary (I can not build the plugin, even with "#include <stdlib.h>")
And thanks to Marcel for the plugin!

Linux users can use Luminance HDR to open Light Probe HDR images and export them to jpg.
http://qtpfsgui.sourceforge.net/


OHH ..WHY only Linux users ? Luminance HDR is multiplatform works well also in win

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Thu Jan 02, 2014 10:43 am  (#32) 
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@K1TesseraEna: Yes, it is working on a 32bit machine :bigthup

@PhotoComix: Sorry, you are right. It happens that K1TesseraEna had mentioned PhotoShop for Windows users :mrgreen:

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Thu Jan 02, 2014 11:03 am  (#33) 
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Is there a dummy how to do app to run this plugin. :oops:
I downloaded the linux plug-in and placed it myname plugins. I get the dialog and I uploaded an image with a transparent BG. All it does is put an orange bg around an outline of my image.
I also downloaded luminance HDR and now I don't don't what I do with that. :oops:

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Thu Jan 02, 2014 11:18 am  (#34) 
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@K1te - Here are samples of the two slopes. They are slightly different.

Slope1
Image
Slope2
Image

@YAFU - The Linux 64bit binary is in the zip I posted.

@Molly - You need a run the plug-in on an image (basically a bump map) with a black background and a white foreground. Like this..

Image

Then select your Spherical probe image in the dropdown. You can test on a couple of the spherical environment maps I posted, download one or create your own using the EviroMap script. You can create a 1024x1024 (or larger) EnviroMap then map it to a sphere (make the sphere full size).

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Thu Jan 02, 2014 11:24 am  (#35) 
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Thank you tux, I will try that. BTW, I think slope 1 is more vibrant.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Thu Jan 02, 2014 11:42 am  (#36) 
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Thanks GnuTux, I can see now.
Slope #2 is intermediate between the Slope #1 (U-type curve, Round 1)
and the Flat slope (V-type curve)
Still baffles me why Round 2 option is not in the Windows binaries.

@molly start with smaller images molly 640x400 and disable preview at firs as Graechan suggested.
Even preview renders on invalid input can loop plugin forever, so you might want to have preview disabled at the
start and then select the right layer (as per Tux's explanation) and go.


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Thu Jan 02, 2014 11:47 am  (#37) 
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Maybe the Windows binary is an older version and you just need a new compile. When using the text & map example I previously posted, the Linux 64bit binary is really fast and only took like 2-3 seconds to complete.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Thu Jan 02, 2014 11:48 am  (#38) 
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GnuTux wrote:
Maybe the Windows binary is an older version and you just need a new compile. When using the text & map example I previously posted, the Linux 64bit binary is really fast and only took like 2-3 seconds to complete.


Already checked out, there's only 1 win version dated 03-10-2013, that's what I have.
Will have to ask samj or Lyle to compile 64-bit version


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Thu Jan 02, 2014 11:55 am  (#39) 
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Okay Kit... I didn't get very good results from first try, I might have done everything backward. I ran the light effects first on the blurred white layer, then ran your plug-in... this is what I ended up with. I will try it without the preview and see what happens. I would love to be able to have one turn out the way Tux's did, they are beautiful.
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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Thu Jan 02, 2014 12:03 pm  (#40) 
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very good molly! :bigthup
like the reflections, what map have you used here?

i think it works better on bold fonts with more straight lines maybe

not my plugin molly :) can't take any credit for that


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