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FFT Color Lines and Spectrum need granularity

Suggestions for new features for Magic.
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TEHK
Posts: 56
Joined: Mon Mar 12, 2018 9:04 pm

FFT Color Lines and Spectrum need granularity

Post by TEHK »

Both the FFT Color Lines and the Spectrum modules would benefit from an option to specify the number of lines each module generates. Currently, they both seem to be fixed at 10 lines. I would love this to be an integer option that I can change from 1-3840 (@4K resolution ~ 1 line per pixel).

Thoughts?
Magic
Site Admin
Posts: 3440
Joined: Wed Apr 09, 2014 9:28 pm

Re: FFT Color Lines and Spectrum need granularity

Post by Magic »

To create a spectrum with a custom number of lines, use the Iterator module. For examples, see the sample project called IteratorSpectrumExamples.magic.

Because of the (different) way in which an FFT generates a spectrum, the number of lines in the FFT Color Lines and Spectrum modules cannot be changed.

An alternative method to *simulate* more lines with a Spectrum module is to use some type of pixelation effect afterwards. For this, I use the code below. I think I've shared it before but I can't remember.

Code: Select all

/*{
	"DESCRIPTION": "Creates a pixelation grid effect on its input.",
	"INPUTS": [
		{
			"NAME": "inputImage",
			"TYPE": "image"
		},
		{
			"NAME": "numPixels",
			"LABEL": "# Pixels",
			"TYPE": "float",
			"DEFAULT": 64.0,
			"MIN": 1.0
		},		
		{
			"NAME": "gridx",
			"LABEL": "Grid X",
			"TYPE": "bool",
			"DEFAULT": 1.0
		},	
		{
			"NAME": "gridy",
			"LABEL": "Grid Y",
			"TYPE": "bool",
			"DEFAULT": 1.0
		},	
		{
			"NAME": "gridSize",
			"LABEL": "Grid Size",
			"TYPE": "float",
			"DEFAULT": 0.25,
			"MIN": 0.0,
			"MAX": 1.0
		},	
		{
			"NAME": "softness",
			"LABEL": "Softness",
			"TYPE": "float",
			"DEFAULT": 0.25,
			"MIN": 0.0,
			"MAX": 1.0
		},			
	],
}*/

float myStep(float pixelLocation, float flooredPixelLocation)
{
	if (softness == 0.0)
		return (1.0-abs(flooredPixelLocation-pixelLocation)*numPixels*2.0 > gridSize ? 1.0 : 0.0);
	else
		return smoothstep(gridSize*(1.0+softness)-softness, gridSize*(1.0+softness), 1.0-abs(flooredPixelLocation-pixelLocation)*numPixels*2.0);
}

void main()
{
    vec2 pixelLocation = vv_FragNormCoord;

    vec2 flooredPixelLocation = (floor(pixelLocation * numPixels)+.5) / numPixels;

    vec4 color = IMG_NORM_PIXEL(inputImage, flooredPixelLocation);

	gl_FragColor = color * (gridx ? myStep(pixelLocation.x, flooredPixelLocation.x) : 1.0) * (gridy ? myStep(pixelLocation.y, flooredPixelLocation.y) : 1.0);
}
Attachments
pixelated.png
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TEHK
Posts: 56
Joined: Mon Mar 12, 2018 9:04 pm

Re: FFT Color Lines and Spectrum need granularity

Post by TEHK »

Thank you kindly, sir! Both of these methods offer nice results.
Eric wrote:To create a spectrum with a custom number of lines, use the Iterator module. For examples, see the sample project called IteratorSpectrumExamples.magic.

Because of the (different) way in which an FFT generates a spectrum, the number of lines in the FFT Color Lines and Spectrum modules cannot be changed.

An alternative method to *simulate* more lines with a Spectrum module is to use some type of pixelation effect afterwards. For this, I use the code below. I think I've shared it before but I can't remember.

Code: Select all

/*{
	"DESCRIPTION": "Creates a pixelation grid effect on its input.",
	"INPUTS": [
		{
			"NAME": "inputImage",
			"TYPE": "image"
		},
		{
			"NAME": "numPixels",
			"LABEL": "# Pixels",
			"TYPE": "float",
			"DEFAULT": 64.0,
			"MIN": 1.0
		},		
		{
			"NAME": "gridx",
			"LABEL": "Grid X",
			"TYPE": "bool",
			"DEFAULT": 1.0
		},	
		{
			"NAME": "gridy",
			"LABEL": "Grid Y",
			"TYPE": "bool",
			"DEFAULT": 1.0
		},	
		{
			"NAME": "gridSize",
			"LABEL": "Grid Size",
			"TYPE": "float",
			"DEFAULT": 0.25,
			"MIN": 0.0,
			"MAX": 1.0
		},	
		{
			"NAME": "softness",
			"LABEL": "Softness",
			"TYPE": "float",
			"DEFAULT": 0.25,
			"MIN": 0.0,
			"MAX": 1.0
		},			
	],
}*/

float myStep(float pixelLocation, float flooredPixelLocation)
{
	if (softness == 0.0)
		return (1.0-abs(flooredPixelLocation-pixelLocation)*numPixels*2.0 > gridSize ? 1.0 : 0.0);
	else
		return smoothstep(gridSize*(1.0+softness)-softness, gridSize*(1.0+softness), 1.0-abs(flooredPixelLocation-pixelLocation)*numPixels*2.0);
}

void main()
{
    vec2 pixelLocation = vv_FragNormCoord;

    vec2 flooredPixelLocation = (floor(pixelLocation * numPixels)+.5) / numPixels;

    vec4 color = IMG_NORM_PIXEL(inputImage, flooredPixelLocation);

	gl_FragColor = color * (gridx ? myStep(pixelLocation.x, flooredPixelLocation.x) : 1.0) * (gridy ? myStep(pixelLocation.y, flooredPixelLocation.y) : 1.0);
}
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