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Fiber Image by Sphinxmorpher



Carl
crvart

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Fiber Image by Sphinxmorpher
http://www.filterforge.com/filters/4743.html

User added an image


I'm going to live forever or die trying


........Carl


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Carl
crvart

Posts: 4442
Filters: 64
Nifty - Smile


I'm going to live forever or die trying


........Carl


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Kraellin
Kraellin
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Filters: 76
yup, that's freaky cool. i might even do some art with this.
filters, filters, filters... NO FILTERS FOR YOU!!!

Craig
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Crapadilla
lvl 50 Filter Weaver

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Nice one, Sphinx! Smile
--- Crapadilla says: "Damn you, stupid Mac version!"
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voldemort
voldemort
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Filters: 549
Great effect --maybe its just me but the cappacity to preserve the source photo's details would be nice--I modded my own version to reflect this since I actually had a project this filter fit the bill for perfcetly in many ways and by preserving the detail the effect is quite eye popping
might want to add that as a check mark option for the end user or a slider to control detail levels like I did for my port
lets all whine for a wine port
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Sphinx.

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I don't follow..could you elaborate? Is is the noise distortion or perlin noise detail sliders or something else you are talking about?
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voldemort
voldemort
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here is an example I added a slight surface deform as well to the photo but even without the deform it looks --well differnt --in the picture I was refering to I needed the additional detail to show

lets all whine for a wine port
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voldemort
voldemort
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example 2

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voldemort
voldemort
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example 3

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voldemort
voldemort
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final example

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voldemort
voldemort
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Dont get me wrong your default version gives a great illusion of depth where as mine lacks the same depth but the option would be nice to use either method
I simply added a few options
Pre deform --map the photo to the shape some what
****refraction 0.1-0.75 (took the hight map and reduced contrast first)
****offset 2-25% (all controlled with one slider)

Darken recesses --a blend of both your method and mine

pre-sharpen image
**** sharpens the image prior to deform --helps with details still showing

invert height --instead of veins --recesses

intact method
do I deform or simply use a height map

height style
allows you to choose what chanel to use as source (default was b but some photos the other channels worked better)

Fiber Image-b.ffxml
lets all whine for a wine port
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voldemort
voldemort
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i have been working --only off and on -- on a port that likes you takes several layers initially and deforms the photo slightly at pre blend stage so when the blend occurs it realy implies differnt directions and depths not done with it yet though but if you would like I would be more then happy to upload it in this post for you to look at
lets all whine for a wine port
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Sphinx.

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Looks interesting - like something is going on "under the skin" .. actually reminds me of some of the early stages of the development (before I adjusted the perlin contrasts).

I will check out your example and see if it fits in for an update (I might simplify things a bit..), you mention "offset" and "refraction", but wont that break the seamless processing?

Quote
voldemort wrote:
if you would like I would be more then happy to upload it in this post for you to look at


Sure Smile
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voldemort
voldemort
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here is the second port i made based upon sphagetti and Like I said Im combining methods

lets all whine for a wine port
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voldemort
voldemort
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Like I said Im combining the two and that one isnt ready yet but here is this port if you loke

Spaghetti-b.ffxml
lets all whine for a wine port
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voldemort
voldemort
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but wont that break the seamless processing[U]

if your refering to seamless tile --no but if you are refering to non uniform images that are rectangular hasnt broken any ive thrown at it since you asked unless you set the deform really high but the majority where fine
lets all whine for a wine port
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Kraellin
Kraellin
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Filters: 76
volde, those first few you posted look a lot like sprayed fiberglass. the 'strings' are a bit long, but nonetheless a definite fiberglass coating look.

i also like the inverted ones. reminds me of the 'wormcraft' filter a bit.
filters, filters, filters... NO FILTERS FOR YOU!!!

Craig
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voldemort
voldemort
Posts: 787
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well even if he dosnt plan on any changes to his ""considering how excellent his is allready"" they are there for download --

and yeah I hadnt though of fibre glass but your right Big grin
lets all whine for a wine port
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Kraellin
Kraellin
Posts: 7953
Filters: 76
yup, good filter and it's given me a couple of ideas. i may have to study this one under the hood.
filters, filters, filters... NO FILTERS FOR YOU!!!

Craig
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Sphinx.

Posts: 423
Filters: 43
Allright .. I've been looking more closely at your modification, and it would be a great addition to have this coated fibers like functionality.

The refraction module however seems to add unpleasant noise even with very gentle settings, and the texture mapping style IMO works much better with the offset trick alone. Both the refraction and offset mapping method try to do the same thing: map the image on the bump surface.. so why not just stick to the better one of them? Smile
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voldemort
voldemort
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here is a better example of the second one---and Ive found that to much offset -mapping distorts the base image and that to much refraction spoils it to so thats why I tend to combine the both of them for the effect --and yes you really do have to keep the refraction under control --powerful stuff man, powerful stuff



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Sphinx.

Posts: 423
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Quote
voldemort wrote:
Ive found that to much offset -mapping distorts the base image and that to much refraction spoils it to so thats why I tend to combine the both of them for the effect


ok.. but that sounds like a general statement... I'm talking about the actual case here - the filter produces high frequency patterns - the refraction just turns it into sandpiles Big grin

Moreover theoretically speaking refraction is not what we want to achieve here (there's no light being refracted)

The offset mapping is not nearly as drastic here - however the profile gradients could pose a problem with non square images and more extreme settings in general - I think I'll add a litte trick to avoid problems Wink
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Sphinx.

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here's a preview only using offset mapping and few changes in the processing chain:

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voldemort
voldemort
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Quote
voldemort wrote:
distorts the base image



if you look at your example the life preserver is a little stretched in both axis no longer quite round ---that was what I was refering to and why I use a little of both

as far as the refraction goes Ive found that if you use a brightness-contrast component and turn contrast WAY down then set your refraction slider to only go from 0.1-0.5 it works okay
then they still have full slider control without the sand pools
lets all whine for a wine port
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Sphinx.

Posts: 423
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Okay I see what you mean - its because the offset is based on straight horizontal and vertical offsets.. I will experiment some more with this (trial runs out tomorrow..sigh)

I don't see how running it through refraction helps that.. it only hides it?
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