Comments (7)
And here is the final result, all three types of blur can now be selectively applied to a region or the inverse of that region, with an optional feather area.
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All Filters work on any kind of source, they really have no reason to not work on a specific source. Yes "Filter.Blur.Region.Feather" is the "edge smoothness" or usually known by feather area.
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To clarify, do you want this to be a hard cut or have an option for smoothing out? If latter, I have to write a bit more code but it will work.
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Nice to hear you working on it 😃. I was thinking of a hard cut, but an option to smooth it would be a good idea too (although I personally wouldn't use this smoothing feature).
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Work in progress, this is a test of the region select code on the GPU itself.
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Semi-finished product for Box Blur
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Wow, this really looks promising.
I assume the "Filter.Blur.Region.Feather" is a setting for the edge smoothness?
Secondly I want to ask if the filter will work on a game capture, like the non-region version?
Keep up the good work. 👍
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Related Issues (20)
- StreamFX 0.12 causes OBS 29.0.0 to hang on exit on Linux HOT 7
- Auto-Framing fails on Windows 11 with NVCV_ERR_SELECTOR on "Temporal" option HOT 1
- obs::source_tracker loses or duplicates references to Sources
- Adding Blur Filter crashes application on Mac M2 HOT 3
- Blur: Refactor for a better UX
- Spout/Sink System HOT 1
- Shaders: Support the new Missing Files API
- Current User installation is in the wrong directory on Windows
- Optimize resource usage and order by gfx::mipmapper HOT 1
- Transform: Migrate to resource pooling HOT 1
- Blur: Migrate to resource pooling
- Auto-Framing: Migrate to resource pooling
- Color Grade: Migrate to resource pooling
- Denoising: Migrate to resource pooling
- Dynamic Mask: Migrate to resource pooling
- Shader: Migrate to resource pooling
- Upscaling: Migrate to resource pooling
- Virtual Greenscreen: Migrate to resource pooling
- 3D Transform: Randomly stops displaying anything HOT 2
- Add/Implement NUMA awareness HOT 10
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