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Diffusion UV
In: Filters/Effects
Intermediate
Description
Apply a diffusion process to the UV coordinates in Source image input according to the provided Mask image input, interpolating coordinates between values from Source.
Only UVs from pixels matching the mask are diffused; other pixels do not participate in the result.
Please note tiling is handled in a special way: When tiling is enabled (which is the case by default) neighboring coordinates can be averaged accross the 0/1 limit.
For instance, if the U coordinate value is 0.1 on one pixel and 0.8 on another, the averaged value will be 0.95 rather than 0.45 because tiling of the coordinates is assumed. This is independent from the actual pixel position: coordinate values are handled the same way all over the image.
This can lead to undesirable results when using this filter for texture deformation. If that happens, make sure your mask defines 'control curves/points' no more than half a texture length apart.
Parameters
- Iterations: 0.0 - 64.0
The number of diffusion iterations to perform (higher is better but slower). Useful values are in the [8, 48] range.
Please note that if you are not looking for mathematical correctness, low values are fine or even better.
Inputs
- Source Color
The UVs to diffuse. Please note tiling is handled in a special way in this filter (see Description). Mask Grayscale
The diffusion mask: White pixels are sampled in Source and diffused in black pixels. The image should be black and white. If the mask includes gradients, the cutoff value is 0.5.
Example images