Re: Blur (Loop Kit) WAV

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Sibyla Tator

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Jul 11, 2024, 7:09:08 PM7/11/24
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The problem is that calling alert unfocuses the element, - it's the alert box that is the new focus. So, the blur event gets triggered on the input again, resulting in the whole listener function running again - it keeps triggering itself.

This works fine on my laptop (OS X 10.6.8), tested in both Chrome and Opera. However, when I test it on my desktop machine running OS X 10.11.6, I find that the confirm box gets caught in an endless loop, both in Chrome and Safari (keeps re-displaying the window after making a selection).

Blur (Loop Kit) WAV


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Hello,
In the Graph Editor select the channel and select Menu>Channel>Extrapolation Mode>Linear Extrapolation.
This tells Blender that motion exists before and after keyframed animation in that channel, showing motion blur in your first and last rendered frames.
Do the same for all your animated channels affected by the loop.

This means, as you pointed out in your logic explanation, that you are performing this function for each repetition of your outer-most loop. You do not want to do this as it means that the values that will be used for each subsequent repetition have been altered. The original image no longer exists after the first pass, so each subsequent pass will distort the image further. You will need to find a way to preserve your original information until it is no longer needed.

Blind image deconvolution (BID) aims to remove or reduce the degradations that have occurred during the acquisition or processing. It is a challenging ill-posed problem due to a lack of enough information in degraded image for unambiguous recovery of both point spread function (PSF) and clear image. Although recently many powerful algorithms appeared; however, it is still an active research area due to the diversity of degraded images as well as degradations. Closed-loop control systems are characterized with their powerful ability to stabilize the behavior response and overcome external disturbances by designing an effective feedback optimization. In this paper, we employed feedback control to enhance the stability of BID by driving the current estimation quality of PSF to the desired level without manually selecting restoration parameters and using an effective combination of machine learning with feedback optimization. The foremost challenge when designing a feedback structure is to construct or choose a suitable performance metric as a controlled index and a feedback information. Our proposed quality metric is based on the blur assessment of deconvolved patches to identify the best PSF and computing its relative quality. The Kalman filter-based extremum seeking approach is employed to find the optimum value of controlled variable. To find better restoration parameters, learning algorithms, such as multilayer perceptron and bagged decision trees, are used to estimate the generic PSF support size instead of trial and error methods. The problem is modeled as a combination of pattern classification and regression using multiple training features, including noise metrics, blur metrics, and low-level statistics. Multi-objective genetic algorithm is used to find key patches from multiple saliency maps which enhance performance and save extra computation by avoiding ineffectual regions of the image. The proposed scheme is shown to outperform corresponding open-loop schemes, which often fails or needs many assumptions regarding images and thus resulting in sub-optimal results.

I can see this question is old, but the answer is kind of trivial. Omitting the initialization in a nested loop is not equivalent to omitting it when it's the topmost level of the loop.

This pattern repeats: only the first trip through the outer loop actually samples the texture. Every subsequent pass skips the inner loop entirely because we incremented j beyond the loop limit and never bothered to reset it. So we only get one vertical strip of samples, resulting in the image shown.

I am relatively new in HLSL, I am trying to implement gaussian blur for my new dynamic shadow material project. I can input Texture Object, but not TextureSample, and getting an error, Is there is any other function for TextureSample? If not how do I get alpha from Texture Object? I am totally confused.

All that said. If you have mipmaps generated for the texture, you can use those. Mips are naturally blurred and cheaper to sample[2]. You might be able to just sample maybe 4-5 mip biases down from the highest and sum those to get more or less the same thing for a fraction of the cost.

This option differs from -gaussian-blur simplyby taking advantage of the separability properties of the distribution. Herewe apply a single-dimensional Gaussian matrix in the horizontal direction,then repeat the process in the vertical direction.

Options that are affected by the -channel settinginclude the following.-auto-gamma,-auto-level,-black-threshold,-blur,-clamp,-clut,-combine,-composite (Mathematical compose methods only),-convolve,-contrast-stretch,-evaluate,-function,-fx,-gaussian-blur,-hald-clut,-motion-blur,-morphology,-negate,-normalize,-ordered-dither,-rotational-blur,-random-threshold,-range-threshold,-separate,-threshold, and-white-threshold.

Also some operators such as -blur, -gaussian-blur, will modify their handling of thecolor channels if the 'alpha' channel is also enabled by -channel. Generally this done to ensure thatfully-transparent colors are treated as being fully-transparent, and thus anyunderlying 'hidden' color has no effect on the final results. Typicallyresulting in 'halo' effects. The newer -morphologyconvolution equivalents however does have a understanding of the 'Sync' flagand will thus handle transparency correctly by default.

Blur with the given radius, standard deviation (sigma), and angle. Theangle given is the angle toward which the image is blurred. That is thedirection people would consider the object is coming from.

Note that at this time the same threshold dithering map is used for allcolor channels, no attempt is made to offset or rotate the map for differentchannels is made, to create an offset printing effect. Also as the maps aresimple threshold levels, the halftone and circle maps will create incompletecircles along the edges of a colored area. Also all the effects are purelyon/off boolean effects, without anti-aliasing to make the circles smoothlooking. Large dots can be made to look better with a small amount of blurringafter being created.

This most important for distortion operators such as -distort, -implode, and -fx.However it also affects operations that may access pixels just outside theimage proper, such as -convolve, -blur, and -sharpen.

I believe you are referring to the smile sprite appearing randomly but not disappearing in the animation? If yes, this is happening because for the smile sprite, the var createsSprite block is inside the function draw instead of outside it like the other sprites. This causes the sprite to be recreated in a random spot each time through the loop. The var createSprite AND the setAnimation for the sprite should be outside the function draw but keep the smile.rotation in the function draw. When you do this, the sprite should animate like the others.

This mostly-level woodland loop trail is marked with green dots and takes you around the base of Tucker Hill. To upgrade this hike to a moderate climb, follow the green dots to the Skyline Trail, which is blazed in blue.

Thanks for taking the time to answer. This method did stop the blank frame problem on the first loop around, but at the expense of the last frame of my animation for all the subsequent loops (which start a frame early now). This knock-on effect is harder to spot than a blank frame but it is there. It still looks like a bug to me. Looping a Comp should be simple.

move a layer from one point to the other, set the duration to match the animation and precompose. now TR the precomp with the loop out expression with the technique I described. make sure you have a long duration for the master comp.

I watched a fix of this on YouTube which I followed to the letter. It worked the blank frame disappeared. Now when it loops I only get 23 of the 24 frames. It excludes the last frame, It's an effect the would be hard to spot without playing back frame by frame but it is there. I still think it is a bug and not 'user error'.

The loop out expression loops from the first frame after the first keyframe to the last keyframe. Using loopOut() does not repeat the first keyframe. You have to design your loop with that in mind. If you want a seamless loop using time remapping then the last frame of the animation must be identical to the first frame.

This is a change in the loopOut() behavior that happened a few versions ago. The old method required setting a keyframe one frame before the motion looped, then deleting the last keyframe and then adding loopOut(). That extra work is no longer required and makes more sense. It also solves motion blur problems that were almost impossible to fix in previous versions.

Time remapping, on the other hand sets the last keyframe at the end of the last frame, not at the beginning so to create a loop without a blank frame you have to move back one frame and set a new keyframe, delete the original last keyframe, then add loopOut(). To make a seamless loop both the first frame and the last frame of the time remapped layer must be identical.

Just changing the frame rate is no solution. The black frame rate in a loop is caused by the placement of the last keyframe. It is as simple as that. Changing the framerate of a comp or footage is going to give you other problems. Frames are Frames and time is time. Change the frame rate of footage and you change the time it takes to playback. Change the frame rate of a comp and the time stays constant but the number of frames changes. Most folks that did not grow up shooting motion picture film do not understand how frame rates and time relate to one another.

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