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Hauberk's Material by Constantin Malkov



Vladimir Golovin
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Filter Forge, Inc.
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Filters: 48
Hauberk's Material by Constantin Malkov
http://www.filterforge.com/filters/4651.html

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jffe
Posts: 2317
Filters: 60
Aha ! Real chainmaille. nice. Big grin

jffe
Filter Forger
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Vladimir Golovin
Administrator
Filter Forge, Inc.
Posts: 2119
Filters: 48
Wow.

This is a masterpiece. Splendid result and excellent speed achieved with economy of means. Everyone interested in making filters MUST download this and take a look.

The only suggestion I have is to rename this filter to 'Chain Mail', which is a correct name for 'кольчуга' in English. Hauberk refers to a specific piece of armor, while Chain Mail describes the material/technique itself.
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Vladimir Golovin
Administrator
Filter Forge, Inc.
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Another suggestion: remove the bumpy noise in the space between rings, make these regions completely flat -- this will improve the normal map:

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Crapadilla
lvl 50 Filter Weaver

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Filters: 56
Excellent work!
--- Crapadilla says: "Damn you, stupid Mac beta!"
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Qender
Taco engineer
Posts: 24
Filters: 12
I'm not sure how this one was done, I'll definetly have to study it when I get the chance, but this one is amazing!
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Sphinx.

Posts: 461
Filters: 43
Indeed very nice! Looking forward to learn from the construction of this filter Smile
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Rawn (RawArt)
Texture Artist

Posts: 723
Filters: 93
WOW!
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Crapadilla
lvl 50 Filter Weaver

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Filters: 56
So Constantin, how about scale mail next? Wink Big grin
--- Crapadilla says: "Damn you, stupid Mac beta!"
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Kraellin
Kraellin
Posts: 8795
Filters: 79
that's just too clever Smile i love the masking to get the lost rings. and yes, the economy of components here is marvelous! simple and effective! and like vladimir says, well worth studying.

if you remove the perlin noise and the blur going into the switch that is just before the 'height', you can remove the roughness vladimir is talking about. replace it with something like 'average color'. this will also speed the filter up a tiny bit by losing the blur. then, just leave anti-aliasing off for that rougher metal look or leave it on for clean metal look.

but, if you want that rough metal look back, try putting the perlin back further in the filter near the ring creation parts.

Ya can't sell art to artists!

Craig
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Kraellin
Kraellin
Posts: 8795
Filters: 79
you could also run the perlin into the 'cutoff' of a 'maximum color' and run the max color into the blend. this would give you some of the rough look to the metal without adding much to the background of the normal map.
Ya can't sell art to artists!

Craig
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Vladimir Golovin
Administrator
Filter Forge, Inc.
Posts: 2119
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Quote
Kraellin wrote:
you could also run the perlin into the 'cutoff' of a 'maximum color'


Are you talking about the Maximum Level component? If yes, are you sure that introducing a dependency on the source image is a good idea for this filter?

Also, this would automatically classify the filter as an Effect, which I think is not appropriate for it.
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Vladimir Golovin
Administrator
Filter Forge, Inc.
Posts: 2119
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Quote
Kraellin wrote:
replace it with something like 'average color'.


Umm, why Average Color? It also depends on the color of the source image and will turn the filter into an Effect.
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Kraellin
Kraellin
Posts: 8795
Filters: 79
yes, i meant maximum level, not max color. and there are other ways to do it besides this. it's the perlin that is introducing the noise to the normal map background.

also, i would add an 'image' component to one of the switches to get a complete transparent background when the background control is checked.
Ya can't sell art to artists!

Craig
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Kraellin
Kraellin
Posts: 8795
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i'm also thinking that it might be possible to 'bend' some of the rings to show denting and beating. maybe a noise distortion somewhere on a switch?
Ya can't sell art to artists!

Craig
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Vladimir Golovin
Administrator
Filter Forge, Inc.
Posts: 2119
Filters: 48
Quote
Kraellin wrote:
also, i would add an 'image' component to one of the switches to get a complete transparent background


What's the point of adding Image if you can do this by simply setting the Alpha to zero? Plus the filter already has an option for transparent background.
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Kraellin
Kraellin
Posts: 8795
Filters: 79
nope. you're right. never mind. the only reason for adding an image component would be to see the transparent background in FF and that's not necessary.
Ya can't sell art to artists!

Craig
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Crapadilla
lvl 50 Filter Weaver

Posts: 3182
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To see the transparent background in FF, you could also just create a new image with *tadaa* alpha value of 0! Wink Devil Grin
--- Crapadilla says: "Damn you, stupid Mac beta!"
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Kraellin
Kraellin
Posts: 8795
Filters: 79
well, i tried this using a max color and another with a max level. both seem to have very little effect on when this is applied to an image. but, i dont know about 3d and what it might do there.

another way to reduce the noise in the normal map background would be to add a control the perlin contrast. turn that up and down depending and move the surface height slider up and down as well. it changes the look a bit, but will reduce that background roughness.
Ya can't sell art to artists!

Craig
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Vladimir Golovin
Administrator
Filter Forge, Inc.
Posts: 2119
Filters: 48
I still don't get it -- how histogram-based components such as Maximum Level can be used in a filter that doesn't use the Image component?
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Kraellin
Kraellin
Posts: 8795
Filters: 79
well, i dont want to post the filter, since that might take away usage from his filter, but i can tell you pretty simply what i did. i just stuck a max level between the perlin and the blend in the height leg and removed the blur. and i plugged the max lvl into the background of the blend. and that's it. basically, all it does is lower the contrast of the perlin and produce a sort of gamma rise. and that reduces all the noise. so, it affects the entire filter, not just the background of the normal map. and, if that's not desirable, then i dont have another solution at the moment. but it does accomplish removing the roughness of the normal map background.
Ya can't sell art to artists!

Craig
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Kraellin
Kraellin
Posts: 8795
Filters: 79
ok, a better solution: add a threshold AFTER the blend on the height leg and a set alpha and simply mask out the darker noise. this keeps the same noise level on the chain but loses it in the normal. and forget about avg color and max level. just leave the perlin and all that intact.
Ya can't sell art to artists!

Craig
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Constantin Malkov
Crapadilla's Fan
Posts: 120
Filters: 20
I am much obliged to All.
Your comments and suggestions help me to improve my works.
And I hope my filters will be useful for You in creating of Your works.

About Normal Map,
I'll send fixed version
I've just connected 'Threshold' to 'Noise' ('Perlin Noise map')

P.S.
Quote
Crapadilla wrote:
how about scale mail next?

Will see...
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Mike Blackney

Posts: 116
Filters: 29
Really, really wonderful filter! I'm going to go have a look at its insides now Smile
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Crapadilla
lvl 50 Filter Weaver

Posts: 3182
Filters: 56
This filter should really en'lighten' some to the power of 'knowing your blend modes'. Wink Big grin

A few things that came to my mind when checking out the brilliantly assembled guts:

- The stretched chaff component could be replaced by a stretched perlin with minimal impact on the overall look, I'd wager.

- I doubt the blur after the high-roughness perlin noise is really needed. With the ring mesh as background, you could just blend the perlin noise over it using a very small blend value (probably 3 or even lower) and a blend mode of screen or overlay. Instead of just giving the user a toggle for 'Rings Roughness', you could introduce more fine-control of the micro-bumps via a slider.
--- Crapadilla says: "Damn you, stupid Mac beta!"
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