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Old 16th January 2004, 16:43   #221  |  Link
mf
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http://mf.creations.nl/avs/filters/MaskTools142.dll (this is NOT for P4 users! Get the latest version off the "New masktools version" thread!)

http://mf.creations.nl/avs/filters/WarpSharp.dll (DON'T use plugin autoloading, if you do want to, read up in this thread, there is a new [unsupported] version mentioned that shouldn't have autoload problems)

http://mf.creations.nl/avs/filters/aWarpSharp.dll
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Old 17th January 2004, 09:19   #222  |  Link
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Thank you my friend, I got this and Dering to work because of all your help. Rock on!
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Old 19th January 2004, 00:29   #223  |  Link
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edit: nm, i got it working with the latest masktools, but it's strange since i have a p3 so i thought v1.42 would work

Last edited by ssjkakaroto; 19th January 2004 at 00:36.
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Old 24th February 2004, 22:15   #224  |  Link
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Sneak peek!

I've been playing around from scratch, and suddenly I got this:


I'm aware of the full-frame darkening, that's an issue of MaskedMerge. Don't dare asking for it now, it reflects NinjaMice's quote in my sig all too well. I'll give away two secrets though: 1) it uses CoronaEdgeMask, 2) it's slower than current mfToon.

Edit: uploaded screenshot without full-frame darkening.

Last edited by mf; 24th February 2004 at 23:48.
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Old 24th February 2004, 23:30   #225  |  Link
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so, where's the difference in output besides that it darkens the whole image? I can't spot any signigficant differences
(might be Naruto related though, everytime I see a scene from that anime, I feel like throwing up ).

EDIT: Ah, k, it's supposed to look the same ^_^ Maybe you should link to your other thread from this thread aswell. Well, as it's even slower, it's cool that you've found another way to create edge masks, but not really usable.

CU,
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Last edited by lamer_de; 24th February 2004 at 23:33.
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Old 24th February 2004, 23:45   #226  |  Link
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KEEP LAMER!

It's not supposed to look the same, there is a difference! Halos are gone (thanks to HQUnfilter), and lines are darkened without creating halos in shadows/dark areas (a known bug of the current mfToon method). This new version only works with coronamask, cause it uses a key aspect of it. So the slow speed really can't be taken away . Also, I've thrown in a mix of warp darkening and regular fxToon-type darkening.
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Old 25th February 2004, 02:42   #227  |  Link
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so where is this new version?

*KillerHIS wants the new mfToon version*

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Old 25th February 2004, 03:03   #228  |  Link
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hrm

I think this is just one more of mf's evil attempts in slowing down our already slow render speed

It's called the slowmedown(). Doesn't do anything to the video, but you'll notice a diff in your speed, for sure.
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Old 25th February 2004, 09:32   #229  |  Link
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Quote:
KEEP LAMER!
Please stop using such useless statements. While being in Keep may make you loose some braincells, it doesn't mean that everyone in it is a egocentric speed subbing dumbfuck. I am sick of those annoying flames.

Quote:
It's not supposed to look the same, there is a difference! Halos are gone (thanks to HQUnfilter),
That is hardly a feature of mftoon then

Quote:
and lines are darkened without creating halos in shadows/dark areas (a known bug of the current mfToon method). This new version only works with coronamask, cause it uses a key aspect of it.
Ah, here's the information. Thanks. However, you will hopefully agree with me that it is next to impossible to detect this feature from 2 screencaps (which don't even feature "shadows/dark areas" [well, maybe the shoulder of that girl]), so I think my question was legit.

CU,
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Old 25th February 2004, 12:35   #230  |  Link
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Quote:
Originally posted by lamer_de
Please stop using such useless statements. While being in Keep may make you loose some braincells, it doesn't mean that everyone in it is a egocentric speed subbing dumbfuck. I am sick of those annoying flames.
I thought you also saw the smiley. I just like to poke fun at you guys without really meaning it. Ask DeathWolf .
Quote:
That is hardly a feature of mftoon then
Well, you'd be surprised. I'm actually planning to integrate it into mfToon in a way that makes it much more effective (and slow ).
Quote:
Ah, here's the information. Thanks. However, you will hopefully agree with me that it is next to impossible to detect this feature from 2 screencaps (which don't even feature "shadows/dark areas" [well, maybe the shoulder of that girl]), so I think my question was legit.
Want me to include a screenshot of the old mfToon as well? I can indeed see some usefulness in that . I'll make a screenshot of HQUnfilter+old mfToon, so you can see the clear haloing issue.

Edit: okay, you win . I totally picked the wrong screenshot for showing differences. New comparison!

HQUnfilter:



mfToon v0.52:



mfToon v0.6pre1:



The "kawaii wan-chan" shows halos around his mouth, and Shikamaru's net-shirt is really ruined.

Last edited by mf; 25th February 2004 at 12:52.
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Old 25th February 2004, 13:17   #231  |  Link
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OK mf sorry to tell you this, but I found something on v0.52 that I dont like... maybe its just me or maybe its know, but fix it asap!

Somehow I get fucked top/bottom edges when I use mftoon. I traced the filter that made those artifacts and it was MFtoon for sure! To see what I mean, check this short clip and look at the bottom/top of the clip, you'll see a small line wich looks like a edge of a fucked source, but the source is as clean as it gets ^_^.

NGE f**ked edges by mftoon

If noone else has had this problem before, it could be that I have like a wrong version of a filter loaded. Can someone give me then a link with all filters that are 100% correct?

Keep up the good work mf
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Old 25th February 2004, 13:22   #232  |  Link
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You're not the first with this problem.
AddPadding-v0.1 was made for this purpose. Add padding, apply mfToon, then crop off the padding again.
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Old 25th February 2004, 13:30   #233  |  Link
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heheh I love your fast reply mf ^_^.. good that we are in the same timezone

OK I'll give it a try, I was making a samekind of function as we but I'll use this, hopefully it does what I want it to do

and thankz again mf


PS: maybe its usefull to integrate it in your mftoon script and speedoptimize it
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Old 25th February 2004, 13:42   #234  |  Link
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Quote:
Originally posted by killerhis
PS: maybe its usefull to integrate it in your mftoon script and speedoptimize it
Integrate that ugly piece of script into mfToon? nevAR! I made that in 30 mins *shiver*
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Old 4th March 2004, 17:42   #235  |  Link
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hi!any progress with mfToon v0.6?i'd just like 2 slow my painfully fast encodes a bit...
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Old 4th March 2004, 17:49   #236  |  Link
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I've experimented with some EDI, but nothing more. I haven't had my mind on it much either, lately .

Edit: Even a heavily modified mfToon v0.6pre1 can't face up to the crappiness of cosprayers, MAN I hate that anime .

The authorer of that broadcast should be executed without blindfold.

Last edited by mf; 4th March 2004 at 20:57.
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Old 20th March 2004, 10:32   #237  |  Link
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oh, I don't know why, but I'm getting this error:
Error initializing audio stream decompression:
The requested converion is not possible.

and this is my source:
LoadPlugin("MaskTools142.dll")
LoadPlugin("warpsharp.dll")
LoadPlugin("awarpsharp.dll")
LoadPlugin("Convolution3DYV12.dll")
Import("mfToon-v0.52.avs")
AviSource("C:\sysreset\download\Gekiganger_III.avi")
ConvertToYv12()
ConvertAudioTo16bit()
mfToon()
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Old 20th March 2004, 10:39   #238  |  Link
Dreassica
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Don't see how thats related to MFtoon in any way.
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Old 20th March 2004, 11:01   #239  |  Link
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cause with older versions this error isn't showing... I don't know what to do
[edit]: Sorry, it's working now. I just had to delete some files;P
[edit2]: Not working:/ This is the error:
Evaluate: Unrecognized exception. line 113
and this is line 113:
.aWarpSharp(cm=cwarp2, depth=wdepth, blurlevel=wblur, thresh=wthresh)
Some ideas?

Last edited by mit_mis; 20th March 2004 at 14:59.
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Old 21st March 2004, 00:45   #240  |  Link
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@mit_mis
No idea. Sorry .

@all
Just for fun, I made a commented version of mfToon-v0.52. The script is exactly the same, just there's comments in between. I'm looking forward to reading your comments on my comments .

####
##
## Commented version, for your reading pleasure. Needless to say, I should've
## been doing more useful things.
##
##

function mfToon(clip orig, int "twidth", int "theight", int "ssw", int "ssh", int "xstren", \
int "xthresh", bool "cwarp", bool "sharpen", int "strength", float "wdepth", int "wblur", \
float "wthresh", int "drange", float "dboost", int "dlimit", bool "debug", bool "doutput", \
string "dclip", bool "show", int "scolor") {

# normal params

strength = Default(strength, 255) # line darkening strength, 0-255
sharpen = Default(sharpen, true) # sharpening on/off
cwarp = Default(cwarp, true) # chroma warp on/off
cwarp2 = cwarp ? 1 : 0
wdepth = Default(wdepth, 16.0) # warping depth, ?-?
wblur = Default(wblur, 1) # warping blur level, ?-?
wthresh = Default(wthresh, 0.5) # warping threshold, 0.0-1.0
ssw = Default(ssw, 4) # supersample factor horizontally, 0-inf
ssh = Default(ssh, 4) # supersample factor vertically, 0-inf
twidth = Default(twidth, orig.width) # target width (useful for cropping), 0-inf
theight = Default(theight, orig.height) # target height (useful for cropping), 0-inf
show = Default(show, false) # show which lines are being darkened
scolor = Default(scolor, $FF00FF) # which color to show lines in

# advanced params

xstren = Default(xstren, 255) # xsharpening strength, 0-255
xthresh = Default(xthresh, 255) # xsharpening threshold, 0-255

## Where have all the params gone?! - They were useless as of 0.5, but I forgot to clean them.

drange = Default(drange, 64) # detail range, 0-255
dboost = Default(dboost, 1.0) # detail boost, 0.1-10.0
dlimit = Default(dlimit, 30) # detail limiter, 0-255
debug = Default(debug, false) # debug mode on/off
doutput = Default(doutput, true) # print debug info on processed image
dclip = Default(dclip, "rclip1") # which stage of the processing to show

ssw2 = twidth * ssw
ssh2 = theight * ssh
sharpen2 = show ? false : sharpen


## Unsharp mask increases contrast of adjacent picture elements (pels).
## It is the main darkening "engine" for mfToon.
##
orig.Unsharpmask(300, 4, 0)
sharp = last
##
## I don't like white halos, and we don't need them. Only black ones will do.
##
MaskedMerge(sharp, orig.GreyScale(), orig)
sharp1 = last
MaskedMerge(sharp1, orig.GreyScale(), orig)
sharp2 = last

## Funny thing. I don't use this anywhere else in the script. =)
greymask = orig.Greyscale().Invert()

## Don't you just love scripting messes like this?
## Don't try to touch this. Old stuff, and I forgot most of what it /exactly/ does.
## I could've rewritten it, but then the parameters and effect would change. It's best
## to leave it.
##
## Build a "cartoon" mask and amplify it so it actually has an effect on the video.
detailmaskpre0 = orig.EdgeMask(3, 255, 255, 255, "cartoon", Y=3, V=1, U=1) \
.Tweak(0.0, 1.0, drange, 1.0).Levels(60, dboost, 255, 0, 255) \
.Levels(0, dboost, dlimit, 255, 0).GreyScale().Inflate().Deflate().Deflate().Deflate()
##
## Build a "roberts" mask with the same amplification (I can feel the FPS drop already).
## Basically, "cartoon" is too weak by itself.
detailmaskpre1 = orig.EdgeMask(3, 255, 255, 255, "roberts", Y=3, V=1, U=1) \
.Tweak(0.0, 1.0, drange, 1.0).Levels(60, dboost, 255, 0, 255) \
.Levels(0, dboost, dlimit, 255, 0).GreyScale().Inflate()
detailmaskpre2 = YV12Layer(detailmaskpre0, detailmaskpre1, "mul", 255, chroma=false, Y=3, V=1, U=1).Blur(1.0)
##
## Add the two edgemasks together.
YV12Layer(detailmaskpre2, detailmaskpre2, "mul", 255, chroma=false, Y=3, V=1, U=1).Levels(0, 1.0, 190, 0,

255)
ConvertToYV12().Invert().Inflate().Invert()
detailmask = last
##
## Modify the edgemask so only the edges that exist on a dark pixel in "orig" are assumed to be
## cartoon lines. Looks like I could've used my "greymask" here, but I haven't.
white = orig.Binarize(Y=-255,U=-128,V=-128)
linemask1 = MaskedMerge(white.ConvertToYV12(), detailmask, orig.Invert().ConvertToYV12()).Invert()
linemask = (strength == 255) ? linemask1 : linemask1.levels(0, 1.0, 255, 0, strength)

## This is for "show lines" mode. Either use the darkening clip "sharp2", or just an identifying color.
color = BlankClip(orig, color=scolor)
sharp3 = show ? color : sharp2

## Overlay sharp3 over original. If show=true, clip will be greyscale with colored lines, otherwise
## chroma is restored from "orig".
dark = MaskedMerge(orig.Greyscale(), sharp3, linemask, Y=3, U=2, V=2)
darkmerged = dark.MergeChroma(orig)
finaldark = show ? dark : darkmerged

## For our added resize functionality.
semifinal=orig.BicubicResize(twidth, theight, 0, 0.75)

## SSXSharpen and WarpSharp. I'd say it's self-explanatory.
final = dark.BicubicResize(ssw2, ssh2, 0, 0.75).XSharpen(xstren, xthresh) \
.BicubicResize(twidth, theight, 0, 0.75).MergeChroma(semifinal) \
.aWarpSharp(cm=cwarp2, depth=wdepth, blurlevel=wblur, thresh=wthresh)

## Output conditionals. For debug mode and stuff.
rclip1 = sharpen2 ? final : finaldark
Eval("dclip1 = doutput ? "+dclip+" : orig")

## Debug text.
dstring1 = "mfToon v0.52 by mf - Debug mode ;p"
dstring2 = "Pointsized: DisabledxDisabled"
dstring3 = "Bicubicsized: " + String(ssw2) + "x" + String(ssh2)
dstring4 = "Outputsize: " + String(twidth) + "x" + String(theight)
dstring5 = "Debug image: " + dclip
clipstring = sharpen2 ? "final" : "finaldark"
dstring6 = "Output image: " + clipstring

## Overlay debug text over video.
dclip2 = dclip1.Subtitle(dstring1).Subtitle(dstring2, y=33).Subtitle(dstring3, y=48) \
.Subtitle(dstring4, y=63).Subtitle(dstring5, y=78).Subtitle(dstring6, y=93)
## But do we really need to debug?
rclip2 = debug ? dclip2 : rclip1

return rclip2
}

## I'm still waiting to be able to run this realtime on my ffdshow. Bah.

function mfToonLite(clip orig, int "twidth", int "theight", int "strength", int "dstren", int \
"drange", float "dboost", int "dlimit", string "mask") {

# S N I P - the code is gone, it'd make my post too long.

}
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