Blur with Mask is a Fake Depth of Field or Tiltshift photography style image filter.
This is a development of one of @George_Toledo 's very useful Quartz Composer constructs.
Scratchpole.blurwithMask.vuo (8.15 KB)
Blur with Mask is a Fake Depth of Field or Tiltshift photography style image filter.
This is a development of one of @George_Toledo 's very useful Quartz Composer constructs.
Scratchpole.blurwithMask.vuo (8.15 KB)
I took a look at the comp and it looks good. Your DOF seems less âfakeâ than a lot of the DOF you see being faked. At least itâs real variable blur thatâs good quality and seems fast and responsive to work with.
I released a Tilt-Shift DOF simulation effect for Final Cut Pro a few months ago. Mine uses a combination of a Quartz Composer based FxPlug and Apple Motion. I was able to repurpose onscreen UI widgets from the stock effects that come with Motion to give it a decent UI.
Focus Point for Final Cut Pro X - YouTube,
Focus Point for FCPX Tutorial - YouTube Â
Thanks for checking it out.
I like the UI you used in yours. Itâd be nice to make something similar for this effect in the long run but not really needed for a FFGL as I plan to use it. The x/y controls for the linear gradient can get a bit confusing as it is now.
Slight change made and replaced the file.
I had an unnecessary Render Layer to Image node in there for some reason.
Ace, thankyou!
Needs a tweak to the boolean name to display correctly in Resolume but running well enough. (Or is there a better way to switch between the two styles?).
Also noticed that the position sliders numbers do not display minus number positions, they are displayed as 0-1 in Resolume.
Iâd love some feedback from anyone else who uses it on faster GPU machines than my own (2012 MBP with GT650m).
Itâs unsurprisingly very slow on UHD movies at full subsampling size/High quality settings for me ;) Â
Needs a tweak to the boolean name to display correctly in Resolume but running well enough. (Or is there a better way to switch between the two styles?).
FFGL limits parameter names to 16 chars, so youâd have to pick a shorter name. Or split it into two plugins, one for linear and one for radial.
Also noticed that the position sliders numbers do not display minus number positions, they are displayed as 0-1 in Resolume.
Vuo converts the 0-1 range displayed in Resolume back to the original range in your composition. For example, if your published input port has range -10 to 10, it will display in Resolume as 0-1, but the numbers fed into your composition will range from -10 to 10. An 0.25 in Resolume will become a -5 in your composition.
The reason for doing it that way is a limitation of Resolume (and other FFGL hosts weâve looked at). Although the FFGL spec describes a way to override the default 0-1 range, Resolume doesnât support it.
Thanks for the info. I sent the Resolume team these Effects to test and posed them the same questions.
Joris replied with info about how to display different values, so I guess they do support it: âInput values for sliders are fixed to 0âŚ1 in the FFGL spec. The plugin can display a different value by calling GetParameterDisplay. This can return a char pointer to display whatever string you need.â
I guess that might be something you can add under the hood�
Thanks for checking! GetParameterDisplay is what we tried. It overlays the number onto the slider in Resolume â
Like Joris said, it doesnât affect the 0-1 range of the slider. Is the overlay helpful? I think we could add it easily. I just wasnât sure it would be helpful.
Yes I think adding the overlay would be good. Any extra visible info is useful, especially when it come to understanding negative values that we use for screen space in Vuo.