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TOPIC: Documentation for developing Lightworks effects (Post # 1 contains summary links)

Re: The future for Lightworks user effects 2 years ago #181841

  • schrauber
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Quote from a 4 months old post:

jwrl wrote:
Totally unrelated to GitHub, but I've encountered a potential problem with Cg.

A bug can occur with the use of the round() function because the value returned by round() if the fractional portion of the operand is exactly 0.5 is profile dependent. In older profiles prior to fp4.0 round up is used. With more recent profiles round to nearest even value is used. This means that if you have a value of 3.5 round() will return 4.0, but if you have a value of 4.5 it will also return 4.0 instead of the expected 5.0.

To avoid this problem you can implement round() yourself by using floor(x + 0.5). That will cause rounding up to occur every time.


Which systems use older profiles prior to fp4.0 ?
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Software: Lightworks 2020.1; || Windows 10, 64 Bit
Hardware: Intel i5-4440 (3,1 GHz); || shared RAM: 8 GB; || Intel HD Graphics 4600 (can use max. 2 GB of shared RAM)
Last Edit: 2 years ago by schrauber.

Re: The future for Lightworks user effects 2 years ago #181861

  • jwrl
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I have no idea. It would be good to know. I must also check what Lightworks does in the Windows compiler.

Re: The future for Lightworks user effects 1 year, 9 months ago #186407

  • lghtwrks
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as I got an mail from heavyM today:
possible some new input for shader programming ...

heavym.net/blog/en/tutorials/managing-players-content/add-a-shader/

greets
s
Last Edit: 1 year, 9 months ago by lghtwrks.

Re: The future for Lightworks user effects 1 year, 9 months ago #186424

  • jwrl
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Thanks, but I think that the conversions required to run anything from there in Lightworks would rule that out. If you want to use any ideas from there it would probably be better to go directly to Sandbox or Shadertoy. The examples that HeavyM gives seem to mainly be conversions from those sites anyway.

It could be useful for anyone using Lightworks to edit video that is to be projected onto architectural surfaces, but I'm not sure that it would be an advantage here.

Re: The future for Lightworks user effects 1 year, 9 months ago #186425

  • lghtwrks
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it's just about math.
o/c src cannot be used without adaptations.
just thought about additional resources/ideas which are linked.
greets
s

Re: The future for Lightworks user effects 1 year, 9 months ago #186427

  • lghtwrks
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side note:
adding an LUT section @ lwks fx would be nice.
s

Re: The future for Lightworks user effects 1 year, 9 months ago #186450

  • jwrl
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lghtwrks wrote:
just thought about additional resources/ideas which are linked.
So are you suggesting that anyone interested in developing effects should buy that product, develop the effect in that, then export the effect source code? They would then need to convert that source so that it compiles in Lightworks.

I don't think that's very realistic, but if you'd like to give it a try I'd be interested to see the result.

lghtwrks wrote:
adding an LUT section @ lwks fx would be nice.
That's not something that we can do. It would need to be added as an effects category by Editshare. Since there is already a 3D LUT effect in the colour effects, and since you can browse in that effect to find your LUTs does that not meet your needs? Or are you thinking of something else?

Re: The future for Lightworks user effects 1 year, 9 months ago #186473

  • schrauber
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lghtwrks wrote:
side note: adding an LUT section @ lwks fx would be nice...

As a user, we have the ability to save multiple 3D LUT effect settings as a template in a separate subcategory.

EDIT: Actually, it should also be possible to make a 3D LTU template collection ( .fxt files) and the associated LTU files available as a zip file for other users.
Do you have LTUs of general interest with suitable licenses?

Already during the creation of the templates, a suitable directory structure of the LTU file would be determined in order to be able to be installed on as many systems as possible.

Would you like to create something for other users?
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Software: Lightworks 2020.1; || Windows 10, 64 Bit
Hardware: Intel i5-4440 (3,1 GHz); || shared RAM: 8 GB; || Intel HD Graphics 4600 (can use max. 2 GB of shared RAM)
Last Edit: 1 year, 9 months ago by schrauber.

Re: The future for Lightworks user effects 1 year, 6 months ago #192052

  • hugly
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I even don't know if this is theoretically possible, but is there any effect, something like dithering, which works against those ugly banding artifacts of h.264 encoder which is not part of the encoder itself, i.e. can be applied as a Lightworks user effect.
It's better to travel well than to arrive...
Last Edit: 1 year, 6 months ago by hugly.

Re: The future for Lightworks user effects 1 year, 6 months ago #192055

  • schrauber
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I assume you refer to problems that are visible on this example: www.lwks.com/index.php?option=com_kunena&func=view&catid=23&id=191574&Itemid=81

Are you concerned with removing these strips from imported material of inferior quality?

Or do you want to remove strips created by color correction?

Or would you like to try changing the texture so that less artifacts are created during the subsequent export process?
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Software: Lightworks 2020.1; || Windows 10, 64 Bit
Hardware: Intel i5-4440 (3,1 GHz); || shared RAM: 8 GB; || Intel HD Graphics 4600 (can use max. 2 GB of shared RAM)

Re: The future for Lightworks user effects 1 year, 6 months ago #192056

  • hugly
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The latter, something that reduces potential banding on colour gradients which is a typical quantization artifact of h.264 encoders.
It's better to travel well than to arrive...
Last Edit: 1 year, 6 months ago by hugly.

Re: The future for Lightworks user effects 1 year, 6 months ago #192058

  • schrauber
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So when using almost perfect material?
Difficult.
I do not know if adding a faint noise could be useful?
Ideally, the noise should be automatically distributed so that it seems like a blur, only away where it is needed. However, noise requires more data, which could lead to additional artifacts if the bit rate is too low.
But I'm not familiar with the details of h.264.
???

So far I have only experimented with improving imported material, or when the gradation of the brightness become visible, after underexposed scenes have been lightened
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Software: Lightworks 2020.1; || Windows 10, 64 Bit
Hardware: Intel i5-4440 (3,1 GHz); || shared RAM: 8 GB; || Intel HD Graphics 4600 (can use max. 2 GB of shared RAM)
Last Edit: 1 year, 6 months ago by schrauber.

Re: The future for Lightworks user effects 1 year, 6 months ago #192073

  • jwrl
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I have done this sort of thing with combinations of blur and noise generation in After Effects. It can subjectively be reasonably effective with careful manual adjustment, using high quality professional codecs. How it would look with H.264 encoding I couldn't say, but you would probably need to add some form of comb filtering to reduce the artefacts caused by encoding the deliberately added noise.

Unfortunately it's seldom possible to put back what has already been lost.

Re: The future for Lightworks user effects 1 year, 6 months ago #192074

  • lghtwrks
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it's all in AI/GPU ,)
NVIDIA CEO Jensen Huang @
s.

Re: The future for Lightworks user effects 1 year, 6 months ago #192080

  • lghtwrks
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side note:
free matchbox shaders are @ logik-matchbook.org/

api @ docs.autodesk.com/flamepremium2016/shader_builder_api_guide_2016.pdf

demo: matchbox shaders
www.dma.ufg.ac.at/assets/25224/intern/ScratchFX01_Matchbox_simon.mp4

greets
s.

ps. the underlying idea was to use the matchbox shaders in lwks
Last Edit: 1 year, 6 months ago by lghtwrks.
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