Basic pixellation algorithm: For every pixel calculate the following colors: Median Color: Hue/Saturation of current pixel: 12 Median Color: Hue/Saturation of surrounding pixels: 8, 9, 10, 11, 13 Mean Color: Luminescence of current pixel: 12 Mean Color: Luminescence of surrounding pixels: 10, 11, 12, 13 If the difference between the median and mean colors is greater than a defined threshold (delta): Take median color and swap it with the mean color. Take the mean color and swap it with the median color. If all of the above conditions were met: Take the median color and swap it with the mean color. The medians are now sorted by hue and then by saturation (of the hue). In the above example, the four pixels are medians of adjacent squares and their mean hues and saturations are swapped. You can adjust the threshold values (delta, squareThresh) and force a certain color mode (mono, sepia, greyscale, coloured) in the pixellate_settings_json. (Changelog: Be aware that this version changes the way colours are generated, the calibration values will be replaced) Note: Pixellate currently has an issue when there are no surrounding pixels. It will return a value of 0 or 1, for a completely black or white image respectively. You can get around this by setting the surrounding pixels to have a larger value. I want to change the location of the total colour space point for keeping the colours after using pixellate, but I cannot find out how. In the code that actually changes the colour space, there is no "get_total_colour_space_point()" function. I want to change the location of the total colour space point for keeping the colours after using pixellate, but I cannot find out how. In the code that actually changes the colour space, there is no "get_total_colour_space_point()" function. I want to change the location of the total colour space point for keeping the colours after using pixellate, but I cannot find out how. In the code that actually changes the colour space, there is no "get_total_colour_space_point()" function. I want to change the
- first tone is Pixellate Activation Coded into 4 regions. - the mean of the hue of the first tone is taken and each square is split into 4 - the mean of the saturation of the first tone is taken and each square is split into 4 - the mean of the luminescence of the first tone is taken and each square is split into 4 - 4 squares are created for each tone - the square will be split into four (overlapping) squares. Notes: - This technique is useful for smoothing down a very sharp transition like from a really saturated orange to a very light pink. This is also very helpful to smooth down the luminescence in a similar way. - A lot of thought has been put into this algorithm, there is a very good chance that the original luminescence table was tuned to be a very gradual change from orange to pink. This algorithm is tuned to follow this gradual change and produce the smoothed effect of the luminescence at the same time. Data: - The original luminescence table from the game could probably be saved as a.lvl file. A search for "luminescence" in the game can produce it for you. - This is the only "smart" technique used. - The idea is to take the mean of the luminescence table for the first tone of each square. Then this will be repeated for the second tone. Then for the third tone, etc. - For every tone, each square is split into 4 squares and the original table is divided by 4. This produces a table for each split. - The mean of each split table is taken. - The mean of the hue of the first tone is taken and each square is split into 4. - The mean of the saturation of the first tone is taken and each square is split into 4. - The mean of the luminescence of the first tone is taken and each square is split into 4. - 4 squares are created for each tone. - The square will be split into 4 (overlapping) squares. Warning: - It is important to note that this algorithm is tuned to following the luminescence table. If you edit the luminescence table, this method is not going to work well. - The original luminescence table from the game could probably be saved as a.lvl file. A search for "luminescence" in the game can produce it for you. - This is the only "smart" technique used. - The idea is to take the mean of the lum 972550f159
blendmacro The blendmacro algorithm lets you mix one colour with a dark colour to get a light one, and a light one with a dark one to get a luminous one. It achieves this via blending the colour's data with the colour you are trying to get. KEYMACRO Description: blendmacro blendmacro is the best visualisation of the affect of an image's colour, its luminosity and contrast. It is composed of a planar sphere made up of small planes of the three primary colours. Its centre is the colour (or part of a colour) to be visualised, its radius is contrast, and the planes have a radius of luminosity. As the centre moves further away from the colour, the colour is increasingly more light. As it moves closer to the colour, the colour becomes increasingly more dark. KEYMACRO Description: blendmacro bminmax The minimum and maximum value of the palette. The calculation is done based on a LUT that follows the chromatic adaptation curve, meaning that the white point will be where the colours are the darkest (i.e. the lowest contrast), and the black point will be where the colours are the brightest (i.e. the highest contrast). KEYMACRO Description: bminmax bminmax.acc The difference between the minimum and maximum values of the whole palette. This is useful for applying the same contrast treatment to all the colours in the palette. The minimum value is obtained by subtracting the minimum value from the maximum. KEYMACRO Description: bminmax.acc bminmax.pol The "hue of the lightest tone" of the palette. This is the hue of the white point. KEYMACRO Description: bminmax.pol bminmax.sat The "saturation of the lightest tone" of the palette. This is the saturation of the white point. KEYMACRO Description: bminmax.sat bminmax.val The "luminance of the lightest tone" of the palette. This is the luminance of the white point. KEYMACRO Description: bminmax.val bminmax.lum The "luminance of the darkest tone" of the palette. This is the lumin
NVIDIA GeForce GTX 600 Series NVIDIA GeForce GTX 700 Series AMD Radeon HD 4000 Series or greater Mac OS X Lion or greater Intel Core i5 or greater Intel Core i7 or greater Mozilla Firefox 16 or greater Memory - 8 GB RAM or greater HDD – 100 GB free space EAGLEASTERNACHT RGA RGA (Requires Silverlight) When Windows starts, choose to play the game from the Unity3D installation folder, or point to any location on your hard
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