#Slope Operator

1 messages · Page 1 of 1 (latest)

oak gulch
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I've been following lots of TD tutorials and translating into TiXL ops, and there is a lot of overlap in operators which has made it a great learning experience!

There is an operator that keeps coming up which I think would be quite useful in TiXL, which is 'Slope' - it is quite a simple shader which returns the derivative of a texture.

https://docs.derivative.ca/Slope_TOP

I think that it works out to 0.5 + (current pixel - neighbour)/2

Slope is used quite often in tutorials for flow fields and displacement feedback as a sort of directional blur to make the underlying noise smoother without using a box blur and losing some of the detail.

Derivative

The Slope TOP generates pixels that represent the difference between its value and its neighbouring pixels' values.

past sluice
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Wouldn't this be [NormalMap] ?

oak gulch
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Ah I see - I assumed that it was different to [NormalMap] because of the greyscale output from Slope, but yes it is the same thing. Thank you!

Please feel free to delete the request and hide my ignorance 🫣

past sluice
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The [NormalMap] has a mode parameter that can also return a signed result.