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 Post subject: Re: Bevel Reflect Logo V1.3 (Eliminate Extraneous Lines)
PostPosted: Tue Feb 25, 2014 11:44 am  (#241) 
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Great script and thank You for Your help Gnutux
Wallace: Thank You for the spheres:)

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 Post subject: Re: Bevel Reflect Logo V1.3 (Eliminate Extraneous Lines)
PostPosted: Tue Feb 25, 2014 11:49 am  (#242) 
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Very nice pirate.

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 Post subject: Re: Bevel Reflect Logo V1.3 (Eliminate Extraneous Lines)
PostPosted: Tue Feb 25, 2014 11:50 am  (#243) 
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Thank You Molly :)


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 Post subject: Re: Bevel Reflect Logo V1.3 (Eliminate Extraneous Lines)
PostPosted: Wed Feb 26, 2014 10:33 am  (#244) 
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I know I've mentioned lighting before in this thread but was playing around today with the script when I suddenly thought, I wonder if the position of the environment sphere lighting has any effect on the outcome. So I tried this by rotating my sphere 90' clockwise on each of the resulting layers and I managed to get a change in lighting direction.

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 Post subject: Re: Bevel Reflect Logo V1.3 (Eliminate Extraneous Lines)
PostPosted: Wed Feb 26, 2014 11:24 am  (#245) 
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They are really cool he4rty, they look just like plastic.

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 Post subject: Re: Bevel Reflect Logo V1.3 (Eliminate Extraneous Lines)
PostPosted: Wed Feb 26, 2014 1:33 pm  (#246) 
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he4rty wrote:
I know I've mentioned lighting before in this thread but was playing around today with the script when I suddenly thought, I wonder if the position of the environment sphere lighting has any effect on the outcome. So I tried this by rotating my sphere 90' clockwise on each of the resulting layers and I managed to get a change in lighting direction.

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Nice results he4rty! :bigthup

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 Post subject: Re: Bevel Reflect Logo V1.3 (Eliminate Extraneous Lines)
PostPosted: Wed Feb 26, 2014 4:38 pm  (#247) 
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Nice work He4rty.

So, the direction the light is coming in on the spherical environment map will be translated to the emapped object. That does make sense.

Thanks for cluing us in on your testing. That's good to know. :hehe

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 Post subject: Re: Bevel Reflect Logo V1.3 (Eliminate Extraneous Lines)
PostPosted: Thu Feb 27, 2014 3:17 am  (#248) 
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beautiful results


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 Post subject: Re: Bevel Reflect Logo V1.3 (Eliminate Extraneous Lines)
PostPosted: Sat Mar 01, 2014 11:56 am  (#249) 
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Been playing some more with this script, mainly working with various layers

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 Post subject: Re: Bevel Reflect Logo V1.3 (Eliminate Extraneous Lines)
PostPosted: Sat Mar 01, 2014 12:20 pm  (#250) 
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he4rty wrote:
I know I've mentioned lighting before in this thread but was playing around today with the script when I suddenly thought, I wonder if the position of the environment sphere lighting has any effect on the outcome. So I tried this by rotating my sphere 90' clockwise on each of the resulting layers and I managed to get a change in lighting direction.

[ Image ]


You nailed it he4rty! That's what the main implementation of the ML Bevel Reflect plugin is about.
Like in 3d programs (Blender, 3ds max and such) when the environment lighting (the brightest pixels of HDRi image) is the only source of light,
that leaves you with two options to change the direction of light - either to rotate HDRi image mapped on the dome [3ds max] or
rotate the whole scene [Blender]. I don't know if you're familiar with 3D apps workflow but your intuition steered you in the right direction.

Beautiful images he4rty!


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 Post subject: Re: Bevel Reflect Logo V1.3 (Eliminate Extraneous Lines)
PostPosted: Sat Mar 01, 2014 12:25 pm  (#251) 
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K1TesseraEna wrote:
he4rty wrote:
I know I've mentioned lighting before in this thread but was playing around today with the script when I suddenly thought, I wonder if the position of the environment sphere lighting has any effect on the outcome. So I tried this by rotating my sphere 90' clockwise on each of the resulting layers and I managed to get a change in lighting direction.

[ Image ]


You nailed it he4rty! That's what the main implementation of the ML Bevel Reflect plugin is about.
Like in 3d programs (Blender, 3ds max and such) when the environment lighting (the brightest pixels of HDRi image) is the only source of light,
that leaves you with two options to change the direction of light - either to rotate HDRi image placed on the dome [3ds max] or
rotate the whole scene [Blender]. I don't know if you're familiar with 3D apps workflow but your intuition steered you in the right direction.

Beautiful images he4rty!


Thanks for the compliment, my only adventure into 3d graphics is opening blender, beginning to sweat and shake at the screen layout, then closing it down and breathing a big sigh of relief.

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 Post subject: Re: Bevel Reflect Logo V1.3 (Eliminate Extraneous Lines)
PostPosted: Sat Mar 01, 2014 4:16 pm  (#252) 
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he4rty wrote:
Been playing some more with this script, mainly working with various layers

That looks really good, He4rty. The metal flake surface is a nice touch.

On a side note, I'm planning on adding an option for light direction, which will rotate the generated spherical environment map, as you demonstrated earlier. :)

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 Post subject: Re: Bevel Reflect Logo V1.3 (Eliminate Extraneous Lines)
PostPosted: Sun Mar 02, 2014 11:48 am  (#253) 
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addictive script
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 Post subject: Re: Bevel Reflect Logo V1.4 (Enhanced Text, Solid Color, Light Directi
PostPosted: Wed Mar 05, 2014 2:38 pm  (#254) 
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Those look very nice, Molly! :cool

Bevel Reflect Logo has been updated to V1.4, with the addition of several new features.

The text entry area of the FIle/Create/Logo module has been expanded to include multiple lines of text, with letter spacing, line spacing and text justification.

The ability to generate a solid color spherical map has been added. Simply select the "Solid Color" option under the "Emap Type" dropdown. The active Foreground color will be used to generate the solid color map.

Lighting direction and specular highlight intensity options have also been added.

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The update is available on GIMP Scripts.

Due to the number of input options available to the user, I highly recommend updating GIMP with the new Scrolling Spript-Fu Interface.

Questions, comments and results should be posted back to this thread. I hope you find these updates useful.

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 Post subject: Re: Bevel Reflect Logo V1.4 (Enhanced Text, Solid Color, Light Directi
PostPosted: Wed Mar 05, 2014 2:57 pm  (#255) 
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Those look very nice, Molly! :cool

Thanks

Wow, that royal blue one really jumps out. nice Tux
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 Post subject: Re: Bevel Reflect Logo V1.4 (Enhanced Text, Solid Color, Light Directi
PostPosted: Wed Mar 05, 2014 4:40 pm  (#256) 
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Thank You, Tux. This script is excellent.


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 Post subject: Re: Bevel Reflect Logo V1.4 (Enhanced Text, Solid Color, Light Directi
PostPosted: Wed Mar 05, 2014 7:27 pm  (#257) 
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GnuTux isn't it nice to throw of the shackles :hehe [an added color selector under the gradient selector for
the 'Spherical Solid' (Active Color)], would be nice.
I also changed the light direction to '(315 0 360 1 45 0 0) to make it easier to go to the required lighting direction
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 Post subject: Re: Bevel Reflect Logo V1.4 (Enhanced Text, Solid Color, Light Directi
PostPosted: Wed Mar 05, 2014 7:52 pm  (#258) 
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Thanks, Mike & Molly!

Graechan, not being constrained by the size limitations of the Script-Fu dialog is like breaking free from being trapped in a small box, which we literally were. :hehe

Those are good suggestions. I'm not sure what happened to your text though. It looks a bit blurry. :|

Here's some butterscotch text. :mrgreen:

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 Post subject: Re: Bevel Reflect Logo V1.4 (Enhanced Text, Solid Color, Light Directi
PostPosted: Wed Mar 05, 2014 10:05 pm  (#259) 
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I did my text quickly without reading all the settings, I'm sure there is something I could do to fix this. I'll try more next time

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 Post subject: Re: Bevel Reflect Logo V1.4 (Enhanced Text, Solid Color, Light Directi
PostPosted: Thu Mar 06, 2014 2:26 am  (#260) 
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This time I paid attention to the settings
Molly's Strawberries
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