Blender Git Commit Log
Git Commits -> Revision 7d7714a
December 30, 2006, 14:47 (GMT) |
== Compositor == * Displace Node Displaces an input image's pixels based on an input vector mask. This can be useful for a lot of things, like hot air distortion, quick-and-dirty compo refraction, compositing live footage behind refracting objects, and more! The amount of displacement in the X and Y directions is determined by: * The value of the mask's channels - (red) channel 1's value determines displacement along the positive or negative X axis - (green) channel 2's value determines displacement along the positive or negative Y axis If both the channel's values are equal (i.e. a greyscale image) the input image will be displaced equally in both X and Y directions, also according to: * The X scale and Y scale buttons - These act as multipliers to increase or decrease the strength of the displacement along their respective axes. They need to be set to non-zero values for the node to have any effect. Because of this, you can use the displace node in two ways, with a greyscale mask(easy to paint, or take from a procedural texture), or with a vector channel or RGB image, such as a normal pass, which will displace the pixels based on the normal direction. A quick practical example: http://mke3.net/blender/etc/displace-desert-h264.mov http://mke3.net/blender/etc/displace-desert.blend.zip And some techie examples: Using a greyscale mask http://mke3.net/blender/etc/displace-bw-h264.mov http://mke3.net/blender/etc/displace-bw.png Using a vector mask http://mke3.net/blender/etc/displace-vec-h264.mov http://mke3.net/blender/etc/displace-vec.png |
Commit Details:
Full Hash: 7d7714a6757b863195553bff3f1fe46c3ab45dc9
SVN Revision: 9545
Parent Commit: 98f607e
Lines Changed: +129, -0
1 Modified Path:
/source/blender/blenkernel/intern/node_composite.c (+129, -0) (Diff)