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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Sat Jan 04, 2014 10:39 am  (#81) 
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I've been playing around with this today. It sort of looks okay... but maybe the curved lines are too tight for the filter to cope with, or I've just screwed it up. Not sure which one really.
I've tried blurring before running the filter and shrinking and deleting a couple of pixels worth after the filter has run, it does seem to help.

I tried out both of the Linux plugins. For some reason the one supplied by dd didn't show up after placing it in the plugins folder, no idea why. So I tried the one by Tux and that worked fine. So the Fedora build works okay on Linux Mint 16.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Sat Jan 04, 2014 10:55 am  (#82) 
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Caz did you right click on the plug-in and allow permissions? Most of them have already have that, but not all. you find that under filters > distorts > bevel

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Sat Jan 04, 2014 10:57 am  (#83) 
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Caz, I've found that you need a white image (or text) on a black background for this plug-in to work properly. The black background on the image will take on the background color of the spherical map you are using, so if your map has a transparent background, the target image will have a transparent background after the plug-in is ran. You might want to try tweaking the gauss blur amount applied to the white image (or text). Smaller values seem to produce smoother results.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Sat Jan 04, 2014 12:47 pm  (#84) 
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molly wrote:
Caz did you right click on the plug-in and allow permissions? Most of them have already have that, but not all. you find that under filters > distorts > bevel


I just tried dd's version again and the permissions are allowed but it's a no show, it just don't like Linux Mint I guess.

Tux's version, and I'm not sure if it's suppose to be there, shows up under Filters> Map, not Filters > Distort > Bevel.

GnuTux wrote:
Caz, I've found that you need a white image (or text) on a black background for this plug-in to work properly. The black background on the image will take on the background color of the spherical map you are using, so if your map has a transparent background, the target image will have a transparent background after the plug-in is ran. You might want to try tweaking the gauss blur amount applied to the white image (or text). Smaller values seem to produce smoother results.


Thanks for the info. I've tried quite a few different things with this but it's mostly been on the LM logo or the text they use on the logo, which is real skinny looking. Each time the curved sections of each don't look too good. I'll keep experimenting though and see what turns up.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Sat Jan 04, 2014 1:00 pm  (#85) 
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Yes caz Tux's is under filters map, dd's is under distort > bevel

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Sat Jan 04, 2014 1:39 pm  (#86) 
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Caz wrote:
molly wrote:
Caz did you right click on the plug-in and allow permissions? Most of them have already have that, but not all. you find that under filters > distorts > bevel


I just tried dd's version again and the permissions are allowed but it's a no show, it just don't like Linux Mint I guess.


If you're talking about the package I posted in this thread, it's because it's in source code form and needs to be compiled first. It likes Linux Mint just fine.

The binary in that package is in there by accident, I just noticed it...

You can compile it by going to the directory and running sudo make install


Last edited by dd on Sat Jan 04, 2014 1:43 pm, edited 2 times in total.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Sat Jan 04, 2014 1:41 pm  (#87) 
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Sorry dd, I thought he was looking for your bevel script.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Sat Jan 04, 2014 1:46 pm  (#88) 
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I updated the file, now there's no binary and instead install instructions that says how to install. To prevent confusion.

(the binary was there by accident, it was compile with -march=native so only runs on my computer or ones with about the same cpu).


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Sun Jan 05, 2014 5:53 am  (#89) 
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dd wrote:
I updated the file, now there's no binary and instead install instructions that says how to install. To prevent confusion.

(the binary was there by accident, it was compile with -march=native so only runs on my computer or ones with about the same cpu).


Thanks for letting me know what was going on. I saw the binary and thought this is the easiest way to install the plugin, never thought about running make install.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)[Updated1]
PostPosted: Sun Jan 05, 2014 12:13 pm  (#90) 
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Updated the OP, included Blender made maps (matcaps) with examples.
Also, for those who could not download/convert HDRi samplers (link in OP)
I have converted them for you
Attachment:
HDRi samplers PNG 1024x1024 01-03.zip [4.29 MiB]
Downloaded 179 times

Attachment:
HDRi samplers PNG 1024x1024 04-06-1.zip [3.67 MiB]
Downloaded 222 times

Attachment:
HDRi samplers PNG 1024x1024 07-08.zip [2.99 MiB]
Downloaded 223 times


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 Post subject: Re: MLBevelReflect plugin (re-discovered)[Updated!]
PostPosted: Sun Jan 05, 2014 1:52 pm  (#91) 
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Thanks for the updates and new maps, K1te. More cool stuff to play with. :hehe

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 Post subject: Re: MLBevelReflect plugin (re-discovered)[Updated!]
PostPosted: Sun Jan 05, 2014 2:11 pm  (#92) 
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Thank you Kit.

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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Sun Jan 05, 2014 3:01 pm  (#93) 
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dd wrote:
I updated the file, now there's no binary and instead install instructions that says how to install. To prevent confusion.

(the binary was there by accident, it was compile with -march=native so only runs on my computer or ones with about the same cpu).


Your binary works fine on my old 3 GHz intel dual-core and PClinuxOS, but I shall sometime compile for myself :bigthup


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 Post subject: Re: MLBevelReflect plugin (re-discovered)
PostPosted: Sun Jan 05, 2014 4:58 pm  (#94) 
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rich2005 wrote:
dd wrote:
I updated the file, now there's no binary and instead install instructions that says how to install. To prevent confusion.

(the binary was there by accident, it was compile with -march=native so only runs on my computer or ones with about the same cpu).


Your binary works fine on my old 3 GHz intel dual-core and PClinuxOS, but I shall sometime compile for myself :bigthup


Well that's weird, because I have an AMD quad core... :)


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 Post subject: Re: MLBevelReflect plugin (re-discovered)[Updated!]
PostPosted: Mon Jan 13, 2014 2:22 pm  (#95) 
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Well since I now have a github account (thanks to another project) I figured I'd make a fork and pull request for the plugin. I hope the author will merge the changes, that way we won't have to update every time or maintain a separate fork for a Linux version...


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 Post subject: Re: MLBevelReflect plugin (re-discovered)[Updated!]
PostPosted: Mon Jan 13, 2014 2:28 pm  (#96) 
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Thanks for this K1Te.


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 Post subject: Re: MLBevelReflect plugin (re-discovered)[Updated!]
PostPosted: Mon Jan 13, 2014 3:14 pm  (#97) 
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Binaries MLBevelReflect-master-Windows_x64.
My test.lol
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Attachments:
MLBevelReflect-master-Windows_x64.zip [188.55 KiB]
Downloaded 184 times

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 Post subject: Re: MLBevelReflect plugin (re-discovered)[Updated!]
PostPosted: Mon Jan 13, 2014 8:14 pm  (#98) 
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Well, the author merged my changes, so that's nice! Now we should be able to compile directly from upstream in the future.


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 Post subject: Re: MLBevelReflect plugin (re-discovered)[Updated!]
PostPosted: Mon Jan 13, 2014 8:38 pm  (#99) 
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Very good job pogo

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 Post subject: Re: MLBevelReflect plugin (re-discovered)[Updated!]
PostPosted: Tue Jan 14, 2014 12:21 pm  (#100) 
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Thanks for the 64-bit win binaries pogo. :yes
Much appreciated. Works faster indeed :bigthup
Nice test result, rough diffusion conceals light direction, I can hardly tell :) but the rendered texture looks awesome


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