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?
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;
}
}