Cleaning up skin tones, Shake script not working

I am trying to alter a sequence of this actor here:

http://img353.imageshack.us/i/870177trythiscopyxt8.jpg/?a=j&ci=-1&rt=2

With what is being described here:

http://forums.creativecow.net/thread/154/855212

What I come up with is this:

N870177trythis = SFileIn("//User\xd5s mac pro/Volumes/SUN/870177trythis.jpg",
"Auto", 0, 0, "v1.1", "0", "");
Blur1 = Blur(N870177trythis, 34.1, xPixels/GetDefaultAspect(),
0, "gauss", xFilter, "rgba");
Saturation1 = Saturation(N870177trythis, 10);
SwitchMatte1 = SwitchMatte(Blur1, Saturation1, 1, "R", 1, 0);


// User Interface settings

SetKey(
"nodeView.Blur1.t", "0",
"nodeView.Blur1.x", "210.75",
"nodeView.Blur1.y", "579",
"nodeView.N870177trythis.t", "1",
"nodeView.N870177trythis.tnChannel", "0",
"nodeView.N870177trythis.tnTime", "1",
"nodeView.N870177trythis.tnVisible", "1",
"nodeView.N870177trythis.x", "258.5",
"nodeView.N870177trythis.y", "640.125",
"nodeView.Saturation1.t", "0",
"nodeView.Saturation1.x", "370.5",
"nodeView.Saturation1.y", "589.75",
"nodeView.SwitchMatte1.t", "0",
"nodeView.SwitchMatte1.x", "305.25",
"nodeView.SwitchMatte1.y", "490.75"
);


I am sure that I am missing something basic but I just cannot seem to get this script to work.

Any help is appreciated.

Mac OS X (10.5.4), samba

Posted on Nov 11, 2008 7:19 AM

Reply
9 replies

Dec 24, 2010 7:05 AM in response to imaiden

Hi,

You forgot the Over node at the end, which combines blurred skin with clear BG.

Looking at the alpha channel of the SwitchMatte node, I see that the matte
is not very good, so I inserted an Expand node to push up the skin, but leave
the eyes and lips clear.

Finally, I backed off on your Blur to make things a little more natural.
The effect smooths out small textural details like pores and freckles,
but doesn't work on big things like the scar. BTW, if you crank up the
blur, you get a cool cartoon or watercolor effect.

I hope that answers your question.

Les Stuck

N870177trythis = SFileIn("./870177trythis.jpg", "Auto", 0, 0,
"v1.1", "0", "");
Blur1 = Blur(N870177trythis, 20, xPixels/GetDefaultAspect(),
0, "gauss", xFilter, "rgba");
Saturation1 = Saturation(N870177trythis, 4);
Expand1 = Expand(Saturation1, 0.9, 0, 0, 0, 1, rHi, rHi, 1);
SwitchMatte1 = SwitchMatte(Blur1, Expand1, 1, "R", 1, 0);
Over1 = Over(SwitchMatte1, N870177trythis, 1, 0, 0);


// User Interface settings

SetKey(
"nodeView.Blur1.t", "0",
"nodeView.Blur1.x", "80.04309",
"nodeView.Blur1.y", "259",
"nodeView.Expand1.t", "0",
"nodeView.Expand1.x", "200.75",
"nodeView.Expand1.y", "213.25",
"nodeView.N870177trythis.t", "1",
"nodeView.N870177trythis.tnChannel", "0",
"nodeView.N870177trythis.tnTime", "1",
"nodeView.N870177trythis.tnVisible", "1",
"nodeView.N870177trythis.x", "183.043091",
"nodeView.N870177trythis.y", "401.2044",
"nodeView.Over1.t", "0",
"nodeView.Over1.x", "378.5",
"nodeView.Over1.y", "69.25",
"nodeView.Saturation1.t", "0",
"nodeView.Saturation1.x", "195.043091",
"nodeView.Saturation1.y", "259",
"nodeView.SwitchMatte1.t", "0",
"nodeView.SwitchMatte1.x", "65.79309",
"nodeView.SwitchMatte1.y", "153"
);

Dec 24, 2010 7:05 AM in response to imaiden

You might want to also consider masking the edges from the blur, this will allow you to smooth (blur) surfaces more without making the details too soft, (Use a convolve or an edgedetect to modulate an iBlur node.)

SFileIn1 = SFileIn("//Tinman/Users/Bill/Desktop/870177trythis.jpg",
"Auto", 0, 0, "v1.1", "0", "");
Bytes1 = Bytes(SFileIn1, 2);
EdgeDetect1 = EdgeDetect(SFileIn1, 4.9, 0.47312, 1, 0, 0, 10,
27.8, xBlur/GetDefaultAspect(), 1.5, xDilateErode/GetDefaultAspect(),
0, 0, "Sobel", 8, 1);
Invert1 = Invert(EdgeDetect1, "rgba");
IBlur1 = IBlur(Bytes1, Invert1, 20, xPixels/GetDefaultAspect(),
0, "triangle", "triangle", 5, 1, "R", "rgba", 0);


// User Interface settings

SetKey(
"nodeView.Bytes1.t", "0",
"nodeView.Bytes1.x", "158",
"nodeView.Bytes1.y", "341",
"nodeView.EdgeDetect1.t", "0",
"nodeView.EdgeDetect1.x", "272",
"nodeView.EdgeDetect1.y", "386",
"nodeView.IBlur1.t", "0",
"nodeView.IBlur1.x", "186",
"nodeView.IBlur1.y", "233",
"nodeView.Invert1.t", "0",
"nodeView.Invert1.x", "311",
"nodeView.Invert1.y", "315",
"nodeView.SFileIn1.t", "1",
"nodeView.SFileIn1.tnChannel", "0",
"nodeView.SFileIn1.tnTime", "1",
"nodeView.SFileIn1.tnVisible", "1",
"nodeView.SFileIn1.x", "211.25",
"nodeView.SFileIn1.y", "546.375"
);

Dec 24, 2010 7:05 AM in response to William Holderness

P.S.

Ooops....
Neglected to mention the upsample (bytes node) Normally when I blur to remove grain I upsample to 16 bits to prevent adding (8bit) banding, though that node is not really necessary (in this case).

BTW it is the blue channel in that image that is causing you most of the problem, the noise and compression artifacts (in blue) are horrid.

Dec 24, 2010 7:06 AM in response to imaiden

Whenever you blur you can easily create banding in 8 bit color (particularly in luma ramps), the jump to 16 bit color (via bytes node) ensures that you don't introduce banding with the blur. (though with this source I don't think you would notice any banding (the more grain, the less you see banding) so you could likely delete or disable the bytes node in this case (as it does increase the processing load.)

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Cleaning up skin tones, Shake script not working

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