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The filter is computed for each
pixel of the texture. The Convolution Matrix describes the
valence of a pixel (middle value) and its neighbors (the values
around). By multiplying all pixels in the neighborhood with its value in
the matrix, summing up the products, dividing this sum by the Divisor
parameter and adding the Bias value afterwards, the
resulting color is calculated. If you enable the Wrap Values option, color range exceeding
values will be wrapped around (e.g. white becomes black). Smart
Limitation makes colors, which are out of bounds, become scaled
down to valid ranges without changing their hue. With Recursiondepth set to a value greater than one, the filter input values
are not
taken from texture pixels directly, but from the already filtered texture,
until the recursion level is reached. This increases the range of
the filter.
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