gutsblow tweeted on a Cubic Lens Distortion Pixel Bender filter for After Effects from François Tarlier. It a port of the SynthEyes Lens Distortion Algorithm for matchmoving.The built-in filter CC Lens Distort doesn't seem to have a Cubic Distort parameter for exact matching, but it does have better aliasing.
Update: there's now a version 2 of this filter that adds a Chromatic Aberration control -- it runs fine in AE but maybe not Pixel Bender Toolkit.
Update 2: there's another update.
Update 3: good news, this filter is also available through AE Scripts.
6 comments:
Hey thx for noticing the aliasing, that's totally true. I'll try to fix that. won't be probably perfect but I should be able to resolve it. I have several ideas in mind. I'll take a look at it in the following days.
Please don't hesitate to report any weird thing or remarks on the code on my blog, I'll be happy to try to correct anything.
cheers,
Thanks for making your work publicly available; it should make for easier matching in some cases.
Version 2 of this filter runs fine in AE, but in today's Pixel Bender Toolkit the image output is always black.
What's up Francois?
ah ah yeah I know, it's even more a pain for me, because I have to restart AE each time I want to test a change.
PBT don't use the aePoint (aeUIControl) very well. so the image is not really totally black but it's distord in the top left corner (try values as 0.0000001, you'll understand).
By using the aePoint it does makes this effect only compatible with AE :(. But in another hand it makes it much simpler to work inside AE.
Because of the aePoint (which is supposed to have default value of 1.0 (I don't knwo why PBT set it to 0) it let me do the operation in a UV Space(0 - 1) while PB only work in Image Space(physical size of the image).
PB doesn't give you any function that can get the size of the current comp in AE, so I would have to put some sliders for the user to enter the size of the comp by hand. This would be terrible !
Instead by using the aePoint in PBT I can make the compute between 0-1 (and assume, that 1 is the total size of the comp, like in any usual shader), then AE will replace those 0-1 by the size of the comp all by himself. (Really nice trick from Maltaannon).
The down part of this is that it only makes it compatible with AE (I don't think it will work in PS as well), but since this was supposed to be for AE only, I thought it would be ok.
Voilà the big (and maybe unclear ? ) explanation.
I'm pretty new with PB though, that's the first shader I push so far, so if there is a possibility to make it compatible with the 3 of them or at least PS & AE in the same time, please tell me, I'll make the switch.
Otherwise I can make 3 versions of it if it's necessary. I did this shader for me in the first place and since I only use it in AE, I didn't look further into it. But anything which could enhanced it, I'll be glad to give it a try.
(right now I'm looking into this AA issue, will be the next version though)
François,
PS : thx for your post man !
Hey, i was just wondering, r u gonna reedit the plugin for cs6? thx
You might contact François directly:
http://twitter.com/francoisgfx
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