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Illnab1024

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Posts posted by Illnab1024

  1. a planet layer and a glow layer make the nice outline. The glow layer is a duplicate of the planet layer that has been blurred and has had the Glow effect applied to it.

    I also use noise, frosted glass, sharpen, blur, etc. to achieve the look of the planets. On top of the oil painting starfield, it gives nice particle effects.

    Here is a corona'd version of earth I achieved with a similar method:

    earthbig2qf.jpg

  2. @Born2Killx: Nice sig, although I have no idea what runescape is. Also, no image maps in phpbb. Sorry.

    starfieldweb5yn.jpg

    Idea influenced by watching too many Spore previews in one night (I'm on the eleventh time now). Yet it won't come out till EA's first fiscal quarter '07. :cry: :x drool.gif

    I am going to start posting jpegs (or gifs if needed) from now on. Large pngs take a long time to load on dialup (using a friends internet connection...eek)

  3. Okay...not that slow, and no, I only glanced (skimmed over) the source code.

    Okay, so half of the topic is now irrelevant (and wrong).

    And in no way do I mean to imply that PdN can achieve PhotoShop performance standards.

    What I was meaning in this topic was to explain the math and how much processing is required for a Gaussian blur.

  4. I got bored and decided to look and see what is behind my beloved Gaussian blur.

    Now I know.

    Firstly, the equation for weighting alone is intimidating. I put it in my graphing calculator, it took a nice time calculating it.

    r is the radius, p is the distance from pixel being calculated

    (1/(r*sqrt(2*pi)))*(e^((-p^2)/(2r^2)

    So what goes through your computer is: take the square root of 2 * pi, multiply by the radius, and then divide 1 by the result. Multiply that by e to the power of negative p (rendered by distance formula (see below)) squared divided by 2 times the radius squared.

    The distance formula is also calculated to find p when rendering the blur for the pixel. d = sqrt(dx^2 + dy^2)

    Basically, this amounts to a lot of CPU load.

    And the amount of load can be described by the last part of the formula (2r^2). For a 10 pixel blur, this is 400. For a 100 pixel blur, this is 40000.

    And now comes rendering.

    Using a weight matrix generated by the above equation, every channel of each pixel in the image will be calculated by returning a weighted average of every single channel of each original pixel in the blur radius.

    Now Paint.NET steps in and sends the rbga data to a renderer that displays this on your monitor.

    EDIT: I am not exactly sure whether Paint.NET generates a weight matrix or (more likely) calculates the weighting for every pixel's channel that it needs to.

  5. well, I have my entry:

    alphabet7tu.png

    I also decided to go for a future-type look (although starting off with a font made in 1985!)

    EDIT: Noticing the size constraints, I don't care. This is small enough to not break page formatting...I'm happy. Anyways, it is only 500 extra pixels. (160500, rather than 160000)

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