How do I use Pixel Bender effects?

So I've installed the Pixel Bender Toolkit. How do I use .pbk effects in After Effects CS4?

Mylenium is right. You work with effect plug-ins written with Pixel Bender the same way that you work with effect plug-ins written in C/C++. All of the information that you need should be in the
"Plug-ins" section of After Effects Help. In the comments of that section, there are some links to Tom Beddard's site, where he has some great examples of Pixel Bender effect plug-ins. Tom gives detailed instructions about installing his Pixel Bender effect plug-ins, if you really want to see it laid out step by step.

Similar Messages

  • How to use Pixel Bender Effects in After Effects

    Hello,
    if I create a filter in Pixel Bender I can save it as
    .pbk-file. But After Effects uses .aex-files for PlugIns. How can I
    load .pbk in After Effects or change file-format to .aex or what
    can I do?
    Thanks for each help!

    Oh, now I copied the .pnb-file in the PlugIn-Folder.
    Now I saw the new category Pixel Bender in the Effects menu.
    Thank You!

  • CS5 shut down when useing pixel bender

    I have down loaded Pixel Bender and some time it shut down my CS5!! Also get something about the gpu. The image dimensions exceeds the hardware capabilities of your gpu. SO how can I fix this.....
    Keith

    Yeah, the graphics driver is incompatible. That is nothing anyone can change. PB is legacy tech, anyway. You could try this, if it's realyl close to your heart:
    http://aescripts.com/pixel-bender-accelerator/
    Otherwise I wouldn't bother. Most PB filters are nothing more than half-baked tech demos and I wouldn't consider them usable for production purposes.
    Mylenium

  • How can i use a garageband effect on a live microphone while recording?

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  • How can I get Pixel Bender to install in Photoshop CS 5 on my Mac?

    Is there a solution to getting Pixel bender to install in Photoshop CS 5 on Mac?

    The link for the photoshop cs5 pixel bender plugin is broken on the adobe pixel bender page.
    Here are the links
    Here is the pixel bender plugin for the 64 bit version of photoshop cs5 on windows and mac
    http://download.macromedia.com/pub/developer/pixelbender/pixelbenderplugin_p3_pscs5_64bit_ 061711.mxp
    For the 32 bit version of photoshop cs5 on windows
    http://download.macromedia.com/pub/developer/pixelbender/pixelbenderplugin_p3_pscs5_32bit_ 061711.mxp
    If you have photoshop cs5.1
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    http://download.macromedia.com/pub/developer/pixelbender/pixelbenderplugin_p3_pscs5-1_32bi t_061711.mxp
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    I have recorded on several Guitar Tracks . I used nice effects, like Dublin Delay & other preset guitar track setups. Delays and reverbs are usually stereo effects. But when I exported the tracks ( They are "stereo tracks", although of course recorded mono, from a single guitar) I noticed that both right and left channels are the same. So they are two exactly same mono files. How can I get stereo effects on guitar?

    If you use an extreme stereo effect on your track, like a leslie for example, you should hear the difference. (I don't think you can see the result of a modest stereo effect in the waveform of your track).
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    Another option would be Grouping the Layer, applying one Style to the Group, grouping that Group, applying the next Style to that Group, etc.

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    3. Re: Automatic Panning
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    Hi
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    In recent versions, this tolerance limit has been increased to 1/2 of the dimensions of the recording area away from the center of the recording area. In other words, the mouse has to fall on the edges of or further away from the recording area. This has been done to reduce unwanted panning when mouse is well within the recording area.
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    Please let us know if that worked
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    Hi,
    Check out this posting on my blog:
    [http://obiee-tips.blogspot.com/2009/09/obiee-security.html|http://obiee-tips.blogspot.com/2009/09/obiee-security.html]
    In this case the example is for org based security. However, you just need to change it so that you are checking whichever column in the row holds the owner of the row against a session variable which is intialised to hold the id of the logged in user.
    Regards,
    Matt

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    Paul,
    Here is a great resource the help you get started:
    http://zone.ni.com/devzone/devzone.nsf/webcategories/327C75ED77E1B8E5862567E80051CF83
    Additionally, if you need more help, please supply information such as:
    1. What daq board are you using?
    2. What kind of signal does your hall effect sensor output?
    3. What have you tried?
    Best Regards and good luck!

  • How do I use the VFX effect in/out times?

    In iMovie HD 6 -- I have tried to set the effect in and out times on a single clip, but for some reason the effect either lasts the entire clip, or not at all.  Also, wondering if there is a way to get an effect to last across two clips.
    Thanks!

    You double click the cell the product is to be placed in.
    Then click the "=" from the little bar that appears above the numeric keyboard.
    Then click cell B4.  That should place its reference in the bar to the right of the equal sign.
    Then click the "x" from the function guide next to the numeric keypad.
    Then click cell B5.
    Then click the "x".
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  • Pixel Bender custom multiply blend and other questions

    I am creating photo editing application on iPad and i am using Pixel Bender to calculate effects. But ive got a problem with multiply blend mode.When i run it in CPU/GPU mode, it runs fine(result looks absolutly 1:1 as from photoshop). But when i switch to Flash Player mode, it dont want to render properly. I dont get any compilation errors. Ive got also some other questions:
    1.How does PB performs on iOS ?
    2.If my problem is becouse of  incapability of FP, is there any other solution to this ? I cant afford AS3.0 computing, becouse it is really slow even on PC.
    3. Can be Pixel Bender 3D sollution to this ? If yes, when will it come out to iOS ?
    4. How are filters computed in FP ? CPU or GPU ?
    here, you can see the difference : http://ponozka.php5.cz/gpuMode.jpg  http://ponozka.php5.cz/flashMode.jpg
    Thanks
    source code :
    <languageVersion : 1.0;>
    kernel MultiplyLayer
    <   namespace : "Your Namespace";
        vendor : "Richard Molnar";
        version : 1;
    >
        input image4 src;
        input image4 layer;
        output pixel4 dst;
        parameter float4 param <
            minValue:float4(0.0,0.0,0.0,0.0);
            maxValue:float4(1.0,1.0,1.0,1.0);
            defaultValue:float4(1.0,1.0,1.0,1.0);
        >;
        void
        evaluatePixel()
            pixel4 pix;
            pixel4 pix2;
            pix = sampleNearest(src,outCoord());
            pix2 = sampleNearest(layer,outCoord());
            dst.r = pix.r - pix.r * (1.0-(pix2.r))*param.r*pix2.a*param.a;
            dst.g = pix.g- pix.g * (1.0-(pix2.g))*param.g*pix2.a*param.a;
            dst.b = pix.b -pix.b * (1.0-(pix2.b))*param.b*pix2.a*param.a;
            dst.a = 1.0;

    Ok, so i already know, that CPU/GPU and flash are giving different results. So lets have a situation, where you need to display transparent image without transparency. On GPU/CPU, you will need only this :
    dst.r = src.r;
    dst.g = src.g;
    dst.b = src.b;
    dst.a = 1.0;
    but for flash, you will need this :
    dst.r = (1.0/src.a)*src.r;
    dst.g = (1.0/src.a)*src.g;
    dst.b = (1.0/src.a)*src.b;
    dst.a = 1.0;
    First kernel on GPU will show the exact same result as second kernel on flash. But the question remains : is it bug ?

  • Does Adobe Pixel Bender work with AE CS6/Premiere Pro CS6

    Hello All,
    I want to create a GPU accelerated video processing plugin for After Effects/Premiere.
    I just came across Adobe "Pixel Bender" here:
    http://www.adobe.com/devnet/pixelbender.html
    It seems to Pixel Bender allows you to code for the GPU in a GLSL-like programming language.
    Can I use Pixel Bender in an After Effects/Premiere Pro CS6 plugin?
    If not, how do I go about using the GPU in an AE/Premiere plugin?
    Thank you very much for any Help,
                                                                    Sumo B.

    I can't speak for Premiere Pro, but After Effects CS6 does not support Pixel Bender directly. However there is a plugin available from AEScripts.com, which allows you to compile and run Pixel Bender kernels from within AE CS6: http://aescripts.com/pixel-bender-kernel-accelerator/
    Incidentally, even in CS4 - CS5.5, where PB plugins are supported, they don't use the GPU when run inside After Effects.
    Otherwise you'll need to delve into the SDK using C++, which is much more complicated but a thousand times more flexible and powerful, and which allows you to code OpenGL for accessing the GPU.
    Christian

  • Pixel Bender metadata hinting proposal

    I put this on my blog earlier, but I wanted to repost here for discussion.This was what I wrote:
    We tried to be semantically agnostic in the original design of the Pixel Bender language. We'd seen other languages go down rabbit holes of over-specification around what parameters really meant, locking them into archaic and insufficient implementations or clumsy hierarchies of meanings. We didn't want to limit Pixel Bender developers into what we could conceive at the time of the invention of the language.
    We were being a bit too idealistic :). It is completely true that the community of Pixel Bender developers continues to blow our minds at what they accomplish with the language and we never would have anticipated half the stuff that you guys are using Pixel Bender for. However, having some generally useful semantic meanings for Pixel Bender parameters would definitely help those who design general user interfaces for Pixel Bender filters.
    One smart thing we did (if I do say myself) was to allow parameter and kernel metadata to be extensible. It provided developers like After Effects and Picnik a way to add custom metadata to Pixel Bender that specified semantics or actual UI controls for Pixel Bender kernels and graphs. The picnik metadata and the After Effects metadata are different though. I started to get concerned that by not having something around this that we could end up with many different Pixel Bender semantic metadata mechanisms floating around. To that end, I created the proposal below and started floating it around Adobe and some of the sites that are heavy users of Pixel Bender.
    In this design, I tried to follow some general rules:
    Pixel Bender is not only a way to write image and video filters for Adobe applications, but also a way for you to host 3rd party filters in your Flash-based applications. Any guidelines we create need to be implemented by us, but also by any independent Flash developers creating apps that use Pixel Bender kernels. To that end, I tried to keep the design relatively simple so that it wouldn't be too difficult to implement in Flash.
    This proposal adds semantic metadata, but avoids specifying specific user interface controls. Rather than specifying a slider as an editor for a parameter, I think it makes more sense to say that the parameter is a percentage and allow someone designing a UI to make a good percentage editor. We are definitely thinking about how to specify custom editor UIs for Pixel Bender filters, but this proposal does not approach that.
    The proposal is not a complete answer for all Pixel Bender filters. I'm trying to get the most universal semantics represented. The most generally useful, as opposed to trying to give the complete solution. If you have an application that is uses Pixel Bender kernels for something that makes sense to augment the metadata you can still choose to do so.
    The proposal represents guidelines, not requirements. As a developer consuming Pixel Bender kernels, you can choose to enumerate the metadata as described in the proposal or not. The suggested metadata is metadata. It is not required. The goal is that if you wish to take advantage of it when it is present, that you can provide a more compelling user interface to your users because you understand the intent of a parameter, not just its type.
    There are a couple open questions in the proposal that I'd like feedback on. They are called out pretty clearly. I'd really like your feedback on this proposal. I hope to issue the final version soon. Reply to this post or in the Pixel Bender forums on Adobe Labs. If you decide to post a reply on your own blog, please post a link to your post here or in the forum. Right now trackbacks are off so I won't know about it otherwise. You can also tweet a reply to the Pixel Bender twitter account (if you can fit it in 140 characters ).

    Overall I like the proposal. To address the issues called out:
    For both integers and floats concerning a "time", I think it is best
    to have that be relative to the time that the filter has been running.
    The time a filter is running would be determined by context the filter
    is being used in. For video I can see it being tied to video time,
    while for a filter being applied to an image it probably corresponds
    to how much real time the filter has been running. The general idea
    being that if I run my application multiple times I should expect to
    see the same results, which is harder to do if time is tied to actual
    time versus relative time. If that makes any sense.
    I am not in favor of the InputSizeX types. While I understand the
    desire to have the image size is a common request, given the ability
    to chain filters it promotes a false sense of accuracy. Better to let
    people have workarounds with known caveats instead of a semi supported
    standard.
    As a side note, the mousePos example on page 8 is specified as float2,
    but the values only contain 1 number.
    -- Daniel R. <[email protected]> http://danielr.neophi.com/

  • Pixel Bender authoring tools

    I have a few questions about the Pixel Bender authoring tools
    when Pixel Bender is officially released. I hope someone can answer
    these for me or point me towards the answers.
    1) Will the Pixel Bender Toolkit be freely available? If not,
    will it become a part of Flash CS4, After Effects CS4 and Flex
    Builder 3.2?
    2) Will the command line compiler be freely available, along
    with a language specification?
    3) Is the Pixel Bender format open, so that we can expect
    third-party development tools? [The answer seems at least partially
    yes, since Conduit for Pixel Bender has made its appearance]
    To clarify where I'm coming from: I own Photoshop CS4 and
    Flex Builder 3 and I'm looking forward to create Photoshop plug-ins
    using Pixel Bender. It would make for some nice speed gains,
    cross-platform compatibility and a lot less hassle than the PS SDK,
    for those plug-ins that don't require the SDK functionality. I have
    no need for Flash, so it would be a shame if I had to buy it to
    generate Pixel Bender bytecode.
    Thanks!
    Simon

    Kevin, thank you for answering. My major concern was that in
    order to write pieces of code for one of the Adobe programs, people
    would need to buy another (expensive) program, such as Flash. I'm
    happy that's not the case.
    As to my point (3), I understand the decision to keep the
    run-time Adobe-only (for now) and by 'open' I was indeed referring
    mostly to authoring tools.
    Thanks again!
    Simon
    Oh, I'm not sure whether this is the correct place, but let
    me sneak in a feature request in relation to Photoshop: it would be
    really great if the Pixel Bender plug-ins for Photoshop would get
    the option to be supplied with color data in a standard color
    space, such as RIMM RGB (used in ACR/Lightroom). That way, the
    plug-ins would effectively be color managed, without the hassle of
    performing color transformations inside the kernel.

  • Pixel bender output doesn't show up...

    hi...i've downloaded the 32bit pixel bender version and using it on my mac. problem is, everytime i use pixel bender, the image that i'm using doesn't show up. all i can see are lines and different colors but no clear image. what gives?

    Yeah, sorry I can't give you an exact answer. Apple's "OpenGL Capabilities Tables" (http://developer.apple.com/graphicsimaging/opengl/capabilities/GLInfo_1068.html) state that the MAX_TEXTURE_SIZE for your card is 8192 pixels. However, the Pixel Bender plugin will limit you to 128MB so you'd only be able to reach 8192 in one dimension. We've also found that the graphics drivers often tend to fail well below the MAX_TEXTURE_SIZE--I'd guess that a more realistic texture size limit for your graphics card is probably 4096. In any case, play with it and see how things go.

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