Frequency-separation skin smoothing (Smoothing / Texture / Scale, global + per-mask)#1326
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SandeepSubba wants to merge 1 commit into
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Frequency-separation skin smoothing (Smoothing / Texture / Scale, global + per-mask)#1326SandeepSubba wants to merge 1 commit into
SandeepSubba wants to merge 1 commit into
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Adds a beauty-retouch toolset to the Details section, available both globally and inside mask adjustments: brush or AI-select skin and dial in three sliders. - Skin Smoothing (0-100): flattens the tonal-blotch band. An edge guard fades the effect where normalized mid-band contrast is high, so eyes, brows, lips and hair boundaries keep their acutance. - Skin Texture (0-100, neutral 50): how much pore-scale detail is re-injected. 0 = classic soft blur, 100 = near-original texture with only tone-evening. - Smoothing Scale (0-100): the frequency separation point - blends the flatten base from the clarity blur (8px x scale, micro-blotches) toward the structure blur (40px x scale, large patches such as under-eye shadows and redness areas). Unlike negative clarity (a straight mix toward the blurred copy, which kills pores and hair along with the blotches), this is proper frequency separation built on the blur pyramid the pipeline already computes: fine = color - tonal_blur (pores, hair) base = mix(clarity_blur, structure_blur, s) (separation point) out = mix(color, base, a) + fine * a * tex (flatten + re-add) No new blur passes and no GPU uniform layout changes - the three fields consume existing pad slots in GlobalAdjustments and MaskAdjustments. Old sidecars are unaffected: missing keys parse to neutral values. Verified with A/B renders on portrait raws through the full pipeline at smoothing 80: texture 50 keeps pores while flattening blotches; scale 100 evens large tonal patches with eyes and texture intact. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Description
Adds a beauty-retouch toolset to the Details section — globally and inside mask adjustments, so the intended workflow is: AI-subject/brush mask over skin (subtract eyes/lips), then dial in:
Why not negative clarity?
Negative clarity mixes toward the blurred copy, killing pores and hair along with the blotches — the "plastic skin" look. This is proper frequency separation built on the blur pyramid the shader already binds:
Engineering notes
GlobalAdjustmentsandMaskAdjustments(WGSL + Rust kept in lockstep)Type of Change
Testing
Verified with scripted A/B renders of portrait raws through the full GPU pipeline: at smoothing 80, texture 50 keeps pores while flattening blotches; texture 100 retains near-original texture density; scale 100 evens large tonal patches with eyes crisp.
cargo checkandtscclean on this base.AI Disclosure
🤖 Generated with Claude Code