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Rusty Chainlink by Mike Blackney



Vladimir Golovin
Administrator
Filter Forge, Inc.
Posts: 2106
Filters: 48
Rusty Chainlink by Mike Blackney
http://www.filterforge.com/filters/871.html

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Vladimir Golovin
Administrator
Filter Forge, Inc.
Posts: 2106
Filters: 48
Mike, this is amazing. I can't believe this is a procedural texture.
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Vladimir Golovin
Administrator
Filter Forge, Inc.
Posts: 2106
Filters: 48
Noticed a minor problem with the normal map -- look at the regions inside the "cells", they should be flat:

http://www.filterforge.com/filters/871-normal.jpg
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baxx
Posts: 19
Filters: 15
I havent seen these nodes yet, but ,mike,you are the best
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Mike Blackney

Posts: 116
Filters: 27
Thank you both so much Smile If there's any qualifier, I could never imagine making textures like this with another procedural texture generator. (Or if I did, it would take twenty times as long. Wink)

Quote
Noticed a minor problem with the normal map -- look at the regions inside the "cells", they should be flat:


That's good to know - I was unsure whether the diffuse alpha map was enough for the empty sections of the texture. (It was enough for the display in FF and Photoshop, which was enough for me at the time Wink)

I've made the adjustments so now all the maps (specular and metallic as well) have the alpha - and now these maps all look flat. Is that what I should have done, or should I just flatten the color for these maps? I'll wait to hear your word on this before I resubmit.
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Kraellin
Kraellin
Posts: 8492
Filters: 79
mike, very impressive! i'm going to have to pull a 'Ro' and start looking at the guts of your filters to get some tips on what's going on.

craig
filters, filters, filters... NO FILTERS FOR YOU!!!

Craig
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Lucato
FF addicted
Posts: 366
Filters: 38
Congratulations Mike. Really cool. Amazing job.

Quote
Mike Blackney wrote:
I could never imagine making textures like this with another procedural texture generator. (Or if I did, it would take twenty times as long. )

I don't know how long did It take for you, but I can tell you I took some days when I created one chain link texture with another procedural texture generator. I can bet FF is a little easier. Well, at least for me. Smile

Congratulations again and keep the amazing work.

Lucato
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Whitedove
Miss Congeniality

Posts: 225
Filters: 12
Mike,
I don't know how you did that, but can you now make a filter that will take chain link fencing OUT of a picture? I went to the zoo last Wednesday and the animal photos came out awesome, but some of them are marred by the fences.
Very frustrating.
I think I'll use this filter to fence in my dogs. Big grin

Donna
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James

Posts: 387
Filters: 25
Great work Big grin
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CFandM
ForgeSmith

Posts: 1804
Filters: 150
Mike have you been in my backyard? This is my fence. Great Work on this.
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Northernshadow
Posts: 208
Filters: 19
Mike, this is VERY cool! along with your barbwire filter these will be useful, (even though like Donna I tend to remove fences.. Wink

Sherry
Sherry
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onyXMaster
Filter Forge, Inc.
Posts: 346
Minor performance advice:
You don't need to use Set Alpha for all the Result component inputs, the Diffuse input will suffice -- resulting alpha is taken from Diffuse input only.

As a sidenote, setting alpha to anything below zero for grayscale (slider) inputs (like Height, Reflectivity for Result) leads to scaling of grayscale data obtained by averaging R, G and B values by the A value (alpha premultiplication), so setting the alpha to zero where there's no chainlink effectively leads to zero height, reflectivity, etc. (not saying it's wrong, just unnecessary since adding components hurts performance).
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Mike Blackney

Posts: 116
Filters: 27
If that's the case, why would Vladimir have said that the normal map should be flat in these areas? (Since the diffuse alpha was sufficient in the original version, I imagine that the normal maps can be whatever I originally pleased to leave them as.)
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Darth Axel 007
Darth Axel 007

Posts: 76
Filters: 29
Downloads = 911 sad.
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aegean

Posts: 22
Fantastic filter - I use this a lot...

ae
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