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.

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      Locale ID: 1033
      Additional Information 1: 357f
      Additional Information 2: 357f71500dfedf51692229de7a798f5b
      Additional Information 3: e9a5
      Additional Information 4: e9a5d7f63faf1bb1a99e9a9cd105a181
    Could anyone pinpoint what's the problem?
    Never crashed on the IDE.

    Glad to hear you found the ReadMe.
    The previous limitation was not arbitrary as the decision was made based on experiments across various GPUs and operating systems. We had a bit more time this go-around to improve how we enforce the limit and so we did. There is still a 128MB limit on the image size. We attempted to remove this limit entirely, but just found too many problems with the graphics drivers across the various card/os combinations we support. The decision was a tradeoff between minimizing the posts we get complaining about the supported image size and minimizing the tech support calls we get complaining the plugin is crashing Photoshop (usually the result of a crash in the driver) or is painting garbage to the screen. The limit isn't perfect but it is an improvement over the previous limit. We will continue to work to expand this limit and hopefully we'll be able to remove it entirely at some point in the future. In the meantime, the two limits you need to consider are the 128MB limit on image size and the texture size limit of your graphics card. The plugin limits you to the texture size of your graphics card if that texture size limit is less than 128MB, otherwise the plugin limits you to 128MB. You can find out the texture size limit, as I pointed out in another thread, by using a tool such as "OpenGL Extensions Viewer."
    http://www.realtech-vr.com/glview/
    Now what do they say about wishes... 
    Thanks again for all your feedback; it's much appreciated. Happy filtering.

  • Pixel Bender Toolkit 2.1 now available

    As announced by Kevin Goldsmith on his blog, an update of the Pixel Bender Toolkit is now available via the Adobe Updater and from the Pixel Bender Developer Connection area on adobe.com.
    If you have installed After Effects CS5, Flash Professional CS5 or one  of the suites that includes these applications, you will see the update  listed in the available updates. If you installed the Pixel Bender  Toolkit via downloading it on from Adobe.com, you will need to download  the update and install it by following the installation instructions.
    The majority of effort in this release was on bug fixes found late in  the CS5 development cycle. There have been some good bugs reported in  the Pixel Bender forums, some are fixed in this release and some will be fixed in a later release.
    There has been one major change in the behavior of the Flash preview  in this release. In Pixel Bender Toolkit 2.0, if you  have a kernel with two inputs, the filter was treated as a Flash blend  shader. This resulted in some unexpected results, especially when  compared to CPU or GPU previews. Now, when you have a two input kernels,  we instead create a ShaderJob and use the two input images as inputs.  Hopefully, this will make things a bit more consistent. In a future  version of the Toolkit, we plan to make this behavior selectable, but  the blend case seemed to be very uncommon.
    Thanks for using these tools and providing good feedback! If you find  any problems or have feature requests, please post them to the Pixel Bender forums.
    --Elba

    Are there Release Notes?
    I saw at the site yet there's no list of the fixed bug / new features/ removed limitation etc...
    By the way, any updates for the Photoshop Plug In?
    It really suffers from stability issues.
    Thanks.

  • Looking for filters for Pixel Bender CS4 32 bit OS

    I just downloaded and installed Pixel Bender as I am hoping to get something similar to 'oil painting".
    Looking for filters for Pixel Bender for:
                                                           CS4 32 bit OS.
    Is there any out there?

    I don't think you'll find an oil paint filter for photoshop cs4, since it wasn't until photoshop cs5 and pixel bender that had the oil paint filer and as far as i know, adobe
    has never made the oil paint code public.
    There used to be lots of pixel bender filters for photoshop cs4 on the adobe exchange, but adobe shut it down.
    https://forums.adobe.com/thread/1513504
    You can look at what was available and see if any external links are given to the authors websites where you still be able to get some of them.
    https://web.archive.org/web/20130415124419/http://www.adobe.com/cfusion/exchange/index.cfm ?event=productHome&exc=26&loc=en_us

  • Advanced Flex / Pixel Bender interactions

    Hello,
    I've been looking through the documentation on both Pixel Bender and Flex, and I'm trying to figure out if this even possible:
    Basically I start out with floating point image data in a ByteArray and I'd like to run a Pixel Bender filter or shader job on the data in floating point, then convert it to 8-bit / channel RGBA on the output.
    I know I can start with a 8-bit BitmapData and use a Pixel Bender shader to produce a new 8-bit BitmapData. Or I can start with a floating point ByteArray, use ShaderJob to compute a new floating point ByteArray.  Can I use ByteArray input and output to BitmapData?  Put another way, do the input and output classes/dimensions of a shader job or pixel bender filter have to match?  I'd like to take advantage of the fact that when using a BitmapData object, Pixel Bender (or Flash), converts the floating point Pixel Bender data to 8-bit for you automatically.  It would also save me the trouble of unpacking a linear list of floats into a 2-dimensional image with setPixel32() calls.
    Thanks all.

    Hi David -
    Thanks for those examples. The audio visualizer is pretty cool, but looks like the author witheld the source code for us to look at .
    I did find another blog posting that's helpful too - converting a BitmapData object into a Vector of RGBA floats with Pixel Bender:
    http://webr3.org/blog/general/pixelbender-is-more-useful-than-i-assumed/comment-page-1/
    I'll see if I can figure out going backwards.
    I'm curious if anyone could shed light on what's going on with memory under the covers. I found another blog post that treats a Vector as if it's a 2-dimensional object like an image:
    http://blog.robskelly.com/2009/02/using-pixel-bender-for-math-in-flashflex/
    This raises questions about what do the width and height input/output parameters actually control if you can treat a flat Vector as an object with width and height?  Does anyone know? Does that only work with Vectors? What about ByteArrays?  Does this basically mean that width/height are only convenience parameters and you could put any 2 numbers that multiply to the size of your data?   How does this affect the input type inside the shader (image1 vs image4)?  Why does Rob Skelly's example above even work at all?
    I'll hack away at trying to get stuff working, and re-post if I figure something out.

  • [svn] 2971: Preliminary work to support Pixel Bender shaders as filters in Flex, as well as a Filter Animator, to allow for

    Revision: 2971
    Author: [email protected]
    Date: 2008-08-23 13:56:35 -0700 (Sat, 23 Aug 2008)
    Log Message:
    Preliminary work to support Pixel Bender shaders as filters in Flex, as well as a Filter Animator, to allow for
    Pixel Bender based filters (and others) to be animated during effect sequences. Checking in for safe keeping.
    Reviewer: Glenn, Chet
    QA: Not Yet, Minispec review/signoff pending.
    Docs: NA, Minispec review/signoff pending.
    Modified Paths:
    flex/sdk/trunk/frameworks/gumbo-manifest.xml
    flex/sdk/trunk/frameworks/mxml-2009-manifest.xml
    flex/sdk/trunk/frameworks/projects/flex4/manifest.xml
    Added Paths:
    flex/sdk/trunk/frameworks/projects/flex4/src/flex/effects/AnimateFilter.as
    flex/sdk/trunk/frameworks/projects/flex4/src/flex/effects/effectClasses/AnimateFilterInst ance.as
    flex/sdk/trunk/frameworks/projects/flex4/src/flex/filters/ShaderFilter.as

    Turn off dual GPU usage in your card prefs.
    Mylenium

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