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uberzev
not lyftzev

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Ghislaine
Ghislaine

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Wow ! Great stuff can be create with this method. Thanks for the link uber smile:) Can you create a filter to reproduce the first example ?
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SpaceRay
SpaceRay

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Cool and interesting website smile:)

Would be possible to make the impossible in FF ? smile:D

At least the second figure that you have shown here and that I like much
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
OH ho ho ho pretty sure this is doable.
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Morgantao
Can't script

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I'm pretty sure both can be done in FF. The second one is much simpler, but the first is doable.
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SpaceRay
SpaceRay

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If this is doable, let´s see who can make it better smile:)

Skybase VS Morgantao smile:D

Who will make it ? Let´s wait and see... FF Duel
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Morgantao
Can't script

Posts: 2185
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Quote
let´s see who can make it better
Skybase VS Morgantao


It's like asking who is stronger, godzilla or an ant smile:D
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SpaceRay
SpaceRay

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Quote
It's like asking who is stronger, godzilla or an ant


Well, while this is true, is NOT the first time that this have happened

Skybase VS Morgantao

In my personal opinion and for my taste I like more your than the one from Skybase, and is not at all that the Skybase version is bad at all, just different and is not that I do not like the Skybase one, as it is also good and well done
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Using my patented Smudge Method ® smile;) , I can easily add varying thickness to the squares. However, the lighting is an issue; I completely faked it here.

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Skybase
2D/3D Generalist

Posts: 4025
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That would have been what I would have done D: unless we had iterators yes iterators.

I donno, You can probably use derivatives to get some info and maybe get normals. I still like the outcome of it smile;)
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Nice attempt Indigo. The smudge method is clever but looks shoddy. Not that I have a better idea. smile:D
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SpaceRay
SpaceRay

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Very well done Indigo Ray, this looks very good and nice, would be really great if you could put an image mapped over the upper part broken in tiny cubes

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Morgantao
Can't script

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Quote
is NOT the first time that this have happened

Thanks for the kind words, SR, but I suspect that this one is a bit beyond my abilities smile:D
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Indigo Ray
Adam

Posts: 1442
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Yep, SR, here's an example. I can also have the image fill one color per tile.

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SpaceRay
SpaceRay

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Looks beautiful, Very well done Indigo Ray, it looks very well, and I suposse you can change the height of the colummns and make them variable or even better, could the colummns be heightened by a mask, I mean that you could rise more the colummns with white or black and lower more the columns in white or black of the mask.
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Morgantao
Can't script

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Way cool, Indigo!
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Using Bomber...

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uberzev
not lyftzev

Posts: 1890
Filters: 36
smile:D

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Skybase
2D/3D Generalist

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Please tell me it runs fast. Please tell me it runs fast. smile:p That looks nice!!
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Renders in 5 seconds on my old computer. smile:D
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Happy accident smile:D

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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
I did it with bombers as well. Had helluva time figuring out how to make the bomber omit the particles outside the square, but finally figured a way to do it.

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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Modified.

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ThreeDee
Lost in Space

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The inevitable.

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ThreeDee
Lost in Space

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I get a certain urge to make this with people holding their hands up...
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CFandM
ForgeSmith

Posts: 4761
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Quote
ThreeDee Wrote]I get a certain urge to make this with people holding their hands up...

Just don't sing that "Woop there it is" song.. smile;)

I'll checking these out once I get a computer up and running that can run FF...Bad Mobo took out a lot..
Stupid things happen to computers for stupid reasons at stupid times!
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uberzev
not lyftzev

Posts: 1890
Filters: 36
ThreeDee is the only FFer who makes me feel inadequate. smile:D
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SpaceRay
SpaceRay

Posts: 12298
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Very well done uberzev and like much your happy accident smile:)




THREEDEE, WHAT YOU HAVE DONE IS INCREDIBLE AND AMAZING !!! smile:eek:

Excellent done and like much the animation too

The animation remembers me of the Rafflesia flower (biggest flower in the world)

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uberzev
not lyftzev

Posts: 1890
Filters: 36
ThreeDee, I assume your rotating by 45deg and then squishing your bomber output.
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ThreeDee
Lost in Space

Posts: 1672
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Quote
ThreeDee, I assume your rotating by 45deg and then squishing your bomber output.

Indeed -- that seemed like a logical way to do it. I also have the density set at 4 so I could make even taller particles, each 1/4 of maximum particle width.
The bottoms of the front rows are simply stretched (fr om the vertical midpoint) with the lookup component afterwards, they are not really that tall.
Now, for a real challenge, can you figure out how the overall shape is lim ited to an exact square?
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
It would be significantly easier if the bomber chance setting would not be affected by the offset location...
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uberzev
not lyftzev

Posts: 1890
Filters: 36
I'd like an option for the bomber that calculates depth/color/chance/etc from the initial location without factoring in the offset. That seems like a logical solution to your issue.

On another note I'm working on a non-bomber version of the effect. This will allow a properly tiled version. It's a pain in the butt though. smile:hammer:
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Wouldn't it be easier to rotate and scale the original image input before feeding it into the bomber to get a properly tiled effect?
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Morgantao
Can't script

Posts: 2185
Filters: 20


All I have to say is...
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
Wouldn't it be easier to rotate and scale the original image input before feeding it into the bomber to get a properly tiled effect?


It's not the original image I'm worried about. The columns will never fit nicely at the edges to tile properly.
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uberzev
not lyftzev

Posts: 1890
Filters: 36
So I I've gotten tiling to work with 'Size, pixels' maxed out...



But when you reduce the size you get some weirdness...



Any ideas ThreeDee? (or others who might understand what I'm doing)

Cuberism Grid (1).ffxml
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Morgantao
Can't script

Posts: 2185
Filters: 20
Seems like maxing out Chaos slider breaks it too...
Anything above 90 seems like a bust.

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uberzev
not lyftzev

Posts: 1890
Filters: 36
That's more of a feature than a bug Morgantao smile:D
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Hi Uber,

I see what you mean by bomber messing up the seamlessness, having tried it out.

So how 'bout this "quick fix"?
I cut the two pieces in half and pushed the bottom parts of both in the back.

Cuberism Grid Fix.ffxml
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Great work ThreeDee. You nailed it. smile:ff: smile:banana:

Now to figure out an efficient way to add color and offset controls like those available in bomber... but it will probably end up way too convoluted.
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
I put together a bomber-based Cuberizer, which is slightly different from these in it's default state, in that it steps up at each row, like this:

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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
When offset, it looks like this.

Basically this is made of two bomber sets interleaved every other row, with the second bomber offset so it falls in the right place.

It tiles properly, but due to using bomber the coloring is still based on the offset location, not the original location of the cubes.

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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Beautiful work guys..... smile:hammer: smile:loveff:
Stupid things happen to computers for stupid reasons at stupid times!
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Size, pixels tiles the image.

The filter is somewhat slow as I made it a surface filter. On the other hand, this allows lighting changes.

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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
On the other hand, Repeat amount makes more cubes without shrinking image.

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