public static void SetWCR(ref InsWCR wcr, ref CommonOptions.InsCC cc, ref DebugOptions.InsGBlur gb, ref InsBF bf) { wcr.Bleeding = 40.0f; wcr.Opacity = 0.9f; wcr.HandTremorWaveLen1 = 5.0f; wcr.HandTremorAmplitude1 = 20.0f; wcr.HandTremorWaveLen2 = 0.0f; wcr.HandTremorAmplitude2 = 0.0f; wcr.HandTremorLen = 10.0f; wcr.HandTremorScale = 1.0f; wcr.HandTremorDrawCount = 16; wcr.HandTremorOverlapCount = 2; wcr.PigmentDispersionScale = 1.0f; wcr.TurbulenceFowWaveLen1 = 2.0f; wcr.TurbulenceFowAmplitude1 = 120.0f; wcr.TurbulenceFowScale1 = 1.5f; wcr.TurbulenceFowWaveLen2 = 0.0f; wcr.TurbulenceFowAmplitude2 = 0.0f; wcr.TurbulenceFowScale2 = 0.0f; wcr.EdgeDarkingLenRatio = 1.0f; wcr.EdgeDarkingSize = 0.1f; wcr.EdgeDarkingScale = 0.5f; wcr.WetInWetLenRatio = 0.5f; wcr.WetInWetDarkToLight = true; wcr.WetInWetHueSimilarity = 10.0f; wcr.WetInWetLow = 0.0f; wcr.WetInWetHigh = 0.65f; wcr.WetInWetWaveLen = 300.0f; wcr.WetInWetAmplitude = 20.0f; wcr.NoiseUpdateTime = 0.0333f; cc.InputBlack = 0.0f; cc.InputGamma = 1.0f; cc.InputWhite = 1.0f; cc.OutputBlack = 0.0f; cc.OutputWhite = 1.0f; cc.MulLum = 1.4f; cc.AddLum = 0.0f; gb.SampleLen = 16; gb.LOD = 2; bf.FlowBased = false; bf.BlurCount = 4; bf.SampleLen = 10.0f; bf.DistanceSigma = 10.0f; bf.DistanceBias = 1.0f; bf.ColorSigma = 2.0f; bf.ColorBias = 64.0f; bf.StepDirScale = 2; bf.StepLenScale = 1; }
public static void SetSBR(ref SBRLayerAttribute[] layers, ref CommonOptions.InsCC cc, ref DebugOptions.InsGBlur gb) { layers = new SBRLayerAttribute[8]; layers[0] = new SBRLayerAttribute("Background", MaskType.None); layers[0].SetGrid(100, 0, 1); layers[0].SetStroke(3, 3, 1, 0); layers[0].SetScratch(0.1f, 0.1f, 0); layers[0].SetTolerance(0.3f, 0.3f, 1, 0.1f); layers[0].SetColorGrading(0, 0, 0, 0, 1, 1, 1, 1); layers[1] = new SBRLayerAttribute("BaseColor1", MaskType.None); layers[1].SetGrid(50, 0.001f, 0.05f); layers[1].SetStroke(0.8f, 2.5f, 1, 0.1f); layers[1].SetScratch(1, 30, 1); layers[1].SetTolerance(0.3f, 0.3f, 1, 0.2f); layers[1].SetColorGrading(0, 0, 0.05f, 0, 1, 1, 0.7f, 1); layers[2] = new SBRLayerAttribute("BaseColor2", MaskType.None); layers[2].SetGrid(51, 0.001f, 0.05f); layers[2].SetStroke(0.8f, 2.5f, 1, 0.1f); layers[2].SetScratch(1, 30, 1); layers[2].SetTolerance(0.3f, 0.3f, 1, 0.2f); layers[2].SetColorGrading(0, 0, 0.1f, 0, 1, 1, 0.7f, 1); layers[3] = new SBRLayerAttribute("BaseColor3", MaskType.None); layers[3].SetGrid(52, 0.001f, 0.05f); layers[3].SetStroke(0.8f, 2.5f, 1, 0.1f); layers[3].SetScratch(1, 30, 1); layers[3].SetTolerance(0.3f, 0.3f, 1, 0.2f); layers[3].SetColorGrading(0, 0, 0.15f, 0, 1, 1, 0.7f, 1); layers[4] = new SBRLayerAttribute("Outline1", MaskType.MaskReverse); layers[4].SetGrid(101, 0.005f, 1); layers[4].SetStroke(0.6f, 2.7f, 1, 0.1f); layers[4].SetScratch(1, 30, 1); layers[4].SetTolerance(1, 1, 1, 1); layers[4].SetColorGrading(0, 0, 0.15f, 0, 1, 1, 0.7f, 1); layers[5] = new SBRLayerAttribute("Outline2", MaskType.MaskReverse); layers[5].SetGrid(102, 0.005f, 1); layers[5].SetStroke(0.6f, 2.7f, 1, 0.1f); layers[5].SetScratch(1, 30, 1); layers[5].SetTolerance(1, 1, 1, 1); layers[5].SetColorGrading(0, 0, 0.15f, 0, 1, 1, 0.7f, 1); layers[6] = new SBRLayerAttribute("Outline3", MaskType.MaskReverse); layers[6].SetGrid(105, 0.005f, 1); layers[6].SetStroke(0.6f, 2.7f, 1, 0.1f); layers[6].SetScratch(1, 30, 1); layers[6].SetTolerance(1, 1, 1, 1); layers[6].SetColorGrading(0, 0, 0.15f, 0, 1, 1, 0.7f, 1); layers[7] = new SBRLayerAttribute("Skin", MaskType.Mask); layers[7].SetGrid(1000, 0.01f, 1); layers[7].SetStroke(2, 2.7f, 1, 0); layers[7].SetScratch(0.1f, 0.1f, 0); layers[7].SetTolerance(1, 1, 1, 1); layers[7].SetColorGrading(0, 0, 0.15f, 0, 1, 1, 0.7f, 1); cc.InputBlack = 0.0f; cc.InputGamma = 1.0f; cc.InputWhite = 1.0f; cc.OutputBlack = 0.0f; cc.OutputWhite = 1.0f; cc.MulLum = 1.2f; cc.AddLum = 0.0f; gb.SampleLen = 16; gb.LOD = 2; }