Action Script3 / Pixel Bender复合模糊效果?

时间:2009-11-14 17:25:00

标签: flex flash actionscript-3 blur pixel-bender

我需要具有映射功能的Action Script3 / Pixel Bender模糊滤镜。

我们有这样的图像,我们想要应用这样的模糊图来获得这样的结果

alt text http://livedocs.adobe.com/en_US/AfterEffects/8.0/images/ef_182.png

它也被称为复合模糊效应。

有没有人看过AS3 / Pixel Bender?

有人知道在哪里下载这样的效果与源?

3 个答案:

答案 0 :(得分:3)

您可以在其原始图像上绘制模糊图像(将Alpha通道更改为模糊值贴图)以模拟效果。

由于Flash中的像素弯曲器不支持循环,因此很难创建良好的模糊滤镜。

答案 1 :(得分:3)

我在这里有一个非常古老的像前弯曲版本的效果:http://www.quasimondo.com/archives/000564.php(包含as2源代码)

它的工作原理是创建几个模糊的位图,模糊半径从0(或您选择的最小半径)增加到最大半径。你做的步骤越多,质量越好。使用paletteMap过滤器可以为每个模糊图层创建蒙版,使每个连续图层之间存在渐变重叠。然后使用其蒙版在下一个上绘制每个模糊图层。

第二个混合阶段我现在可能更愿意使用像素弯曲器。

答案 2 :(得分:2)

以下.pbk应该这样做。您可以查看注释,了解如何加深模糊效果。

<languageVersion : 1.0;>
kernel NewFilter
<   namespace : "Your Namespace";
    vendor : "Your Vendor";
    version : 1;
    description : "your description";
>
{
    input image4 src1;
    input image4 src2;
    output pixel4 dst;

    void
    evaluatePixel()
    {
        float2 pos = outCoord();

        // based on the current whiteness of pixel in src2 blur by a percentage.
        float4 val = sampleNearest(src2,pos);
        float percent = val[0];

        // this takes into account only the closest level of pixels to make the blur more in depth 
        // you can add the next 16 or even the 24 after that. 
        float4 pix = sampleNearest(src1,pos);
        float4 pixNE = sampleNearest(src1,float2(pos.x+1.0, pos.y+1.0));
        float4 pixE = sampleNearest(src1,float2(pos.x+1.0, pos.y));
        float4 pixSE = sampleNearest(src1,float2(pos.x+1.0, pos.y-1.0));
        float4 pixS = sampleNearest(src1,float2(pos.x, pos.y-1.0));
        float4 pixSW = sampleNearest(src1,float2(pos.x-1.0, pos.y-1.0));
        float4 pixW = sampleNearest(src1,float2(pos.x-1.0, pos.y));
        float4 pixNW = sampleNearest(src1,float2(pos.x-1.0, pos.y+1.0));
        float4 pixN = sampleNearest(src1,float2(pos.x, pos.y+1.0));

        float4 result;
        // the result is the whiteness percentage of the original pixel averaged with the surrounding pixels.
        // if you added more of the surrounding pixels you can consider them in the weighted average also and get a deeper blur.
        result[0] = percent*pix[0]+(1.0-percent)*(pixNE[0]+pixE[0]+pixSE[0]+pixS[0]+pixSW[0]+pixW[0]+pixNW[0]+pixN[0])/8.0;
        result[1] = percent*pix[1]+(1.0-percent)*(pixNE[1]+pixE[1]+pixSE[1]+pixS[1]+pixSW[1]+pixW[1]+pixNW[1]+pixN[1])/8.0;
        result[2] = percent*pix[2]+(1.0-percent)*(pixNE[2]+pixE[2]+pixSE[2]+pixS[2]+pixSW[2]+pixW[2]+pixNW[2]+pixN[2])/8.0;
        result[3] = pix[3];

        dst = result;
    }
}