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#41 | Link | |
Formerly davidh*****
Join Date: Jan 2004
Posts: 2,641
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Quote:
![]() rgba_rpn returns an RGB (or RGBA) clip. When you refer to "[c0]" that's shorthand for calling for the pixel from the source clip matching the currently-being-processed channel of the output clip (R, G, B, or A). If your input clip doesn't have any of those channels - which your source clip almost certainly doesn't - then you get black. Try "[y0]" and you should get a grayscale version of your expected result, which is also what you'd get it if you called y8_rpn with [c0] (since in this case both the source and output clips would have a y channel). rgba_rpn/y8_rpn can't process YUV chroma at all - too complicated, though I might add it for YV24 clips - so you do want to convert to RGB24 after all. Last edited by wonkey_monkey; 27th February 2016 at 19:16. |
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#42 | Link |
Registered User
Join Date: Jun 2009
Location: UK
Posts: 264
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Dagnabbit, you were right. And your explanation is exactly why I put it in the first place. Could've sworn I'd tested taking it out properly; must have had another one left around in the code at the time.
Anyway, big progress now made, thankyou. For prototyping I've started with "traditional techniques" (lots of ugly calls to Overlay, Levels, etc.), then I'm replacing those one-by-one with equivalent rgba_rpn calls, all with nice short easily debuggable RPN strings. So far, performance hasn't gone up or down much, which is unsurprising as the filter calls themselves are probably the bulk of the load at present... But as I gain confidence, I can start combining them into a fewer calls, for optimisation. That'll be interesting. =:o} |
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#43 | Link |
47.952fps@71.928Hz
Join Date: Mar 2011
Posts: 940
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Will there be a x64 port of this in the future?
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Win10 (x64) build 19041 NVIDIA GeForce GTX 1060 3GB (GP106) 3071MB/GDDR5 | (r435_95-4) NTSC | DVD: R1 | BD: A AMD Ryzen 5 2600 @3.4GHz (6c/12th, I'm on AVX2 now!)
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#44 | Link |
Formerly davidh*****
Join Date: Jan 2004
Posts: 2,641
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I've been rewriting it a lot over the last few months, but yes, definitely - in fact it's x64 I'm mainly working on, x86 has been broken for a while and I'll need to look at working out why at some point. It's much faster, has new expressions, and a lot of new tricks either already added or planned, like temporal offsets, support for more colour spaces and depths, integer support, named variables, etc, etc...
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#45 | Link |
47.952fps@71.928Hz
Join Date: Mar 2011
Posts: 940
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Awesome! Can't wait to play with it.
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Win10 (x64) build 19041 NVIDIA GeForce GTX 1060 3GB (GP106) 3071MB/GDDR5 | (r435_95-4) NTSC | DVD: R1 | BD: A AMD Ryzen 5 2600 @3.4GHz (6c/12th, I'm on AVX2 now!)
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#46 | Link |
Registered User
Join Date: Apr 2002
Location: Germany
Posts: 5,401
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Sorry for digging out such an old thread, but hey ...
There you've been hardly away for 15 years, and you've missed the best parts. What a mighty tool is this!?!? However I am overwhelmed by the complexity of the RPN, and its special characters, and how-to-address-what... I know MaskTools' RPN nomatter sleeping or awake, that's quite easy, but this one is much more difficult! Simple question: can I do the following: Have a base clip A, have a (mask 0-255) clip B, then make spatial distortion of A in accordance to B's values. Base - mask - result: (here: just horizontal shift, mask<128 > one direction, mask>128 > the other) ![]() ![]() ![]() In fact I'm trying to do some sort of clip manipulation with manual motion tracking, which needs spatial distortion of image parts to fit things together. I tried something with your warp/quad plugin, which at first seemed to be of good use. But that filter is not nice when its in a long Animate()-chain over >1000 frames ... with warp/quad I can only process ~100 frames within an Animate()/Animate()/()/Animate()/... sequence until it has eaten all of my memory and the PC explodes.
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- We´re at the beginning of the end of mankind´s childhood - My little flickr gallery. (Yes indeed, I do have hobbies other than digital video!) Last edited by Didée; 9th February 2025 at 18:45. |
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#47 | Link |
Formerly davidh*****
Join Date: Jan 2004
Posts: 2,641
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This filter doesn't do remapping. xyremap does, but it can't read pixel values. I've rewritten both to be more capable over the years - but too "beta" to bother releasing - but still with no crossover between the two, unfortunately.
Warp has the facility to map a particular set of control points to a certain frame number, and then to transition between several such maps, if that's of any use. Have you watched the tutorial video? I also have a rough Avisynth GUI for playing around with warp control points, among other things. I've also been working on a motion tracking/remapping plugin which can take input from files the GUI can create. This can faciliate remapping based on manually selected/tracked points over time. If you can share about what your project entails, some of these things may actually be of some use to you! |
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#48 | Link |
HeartlessS Usurer
Join Date: Dec 2009
Location: Over the rainbow
Posts: 11,108
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@Didée,
See this post with some seriously Wonkey code (pixel_rpn, and xyremap) :- https://forum.doom9.org/showthread.p...66#post1792366 Converts this source clip:- https://www.youtube.com/watch?v=dPPjUtiAGYs To this Wonkey clip:- https://www.youtube.com/watch?v=ZkkUNFXaYyk Outstanding ! EDIT: Attachments can take some long time now, maybe post on file host and insert links into post. Postimage instructions:- https://forum.doom9.org/showthread.p...ge#post1959414
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