Morgantao
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Posted: August 26, 2012 4:51 pm | ||||
SpaceRay
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This remembers me of the filter Radial Mosaic Tiles by Crapadilla
I know is not the same as you want, but perhaps can give you some inspiration or help to get what you want. |
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Posted: August 26, 2012 5:00 pm | ||||
Morgantao
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Rules are:
1) It must be tileable 2) Stones and mortar must be textureable 3) Any angle of the cobble fan is OK (the example I put is at -45 deg) 4) Stones can be either square or a wedged square. 4 corners are needed. *** Extra credit to those who make it "historically accurate". Number of rows for historically accurate fans are as follows: 18 stones on puter row 15 stones 13 10 9 7 6 4 3 stones in inner row. Here's a pattern I did in photoshop, this is pretty much what I'm looking for. Note that one fan 'unit' is highlighted by a thicker line. ![]() |
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Posted: August 26, 2012 5:02 pm | ||||
SpaceRay
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Do you want cobble stones similar to this ones in Cobblestone by Sphinxmorpher?
I mean the shape of the stone and texturing of them, then it would need to be rotated to make the pattern sample as you have shown. |
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Posted: August 26, 2012 5:10 pm | ||||
Morgantao
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SR, kind of, yeah.
I don't have a problem with anyone taking that filter and deforming it to the right shape, as long as it's tileable. Be carefull not to deform the texture on the stones, just the stone layout ![]() For all of you math heads out there, here's a diagram I made and some info on the ratios: The yellow part is where one fan unit sits. If you look at the diagram, the yellow part is made by substracting the 3 lower circles from the top circle. All circles are the same radius ®. X offset for each circle (and subsequently each fan unit) is R. Y offset for each circle and fan unit is half R (R/2). ![]() |
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Posted: August 26, 2012 5:38 pm | ||||
Morgantao
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Forgot rule #5:
All stones must be roughly the same size. ![]() |
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Posted: August 27, 2012 3:29 am | ||||
Sharandra
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Could have sworn we have those in the library, I guess I was wrong o.O
Well I´m always up for a challenge ![]() |
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Posted: August 27, 2012 11:09 am | ||||
Morgantao
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That makes two of us ![]() Anyway, here's another feeble attempt on my end to do it, and I'm most unhappy with it, because it has around 5000 components, it's slow and it UGLY! Oh, and it breaks the instatnt you try to change size\pixels, there's no settings and no variations. But mostly it's UGLY! ![]() |
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Posted: August 27, 2012 2:28 pm | ||||
Sharandra
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Looks better than my attempt
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Posted: August 27, 2012 3:00 pm | ||||
Morgantao
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Posted: August 30, 2012 9:48 am | ||||
Morgantao
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And another attempt that takes under 6 mintes for a 600x600px render.
Infact, the render itself takes less than 2 minutes, but AA 5 (Edges only) takes the rest of the time. I suppose on a rough stone textures it doesn't really matter if AA is set on edges only or all, because everything is kinda 'edged'. ![]() |
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Posted: August 31, 2012 2:24 am | ||||
Betis
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is there a problem with using a bomber and layers?
Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: September 1, 2012 4:33 am | ||||
Betis
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also this might prove helpful: http://www.filterforge.com/filters/6670.html
Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: September 1, 2012 4:35 am | ||||
Sharandra
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Sorry Morgan, I tried, but then I bailed
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Posted: September 1, 2012 11:05 am | ||||
Morgantao
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All my versions have a bomber that layers the circes of stones. Also My technique is quite similar to the one used in Radial Mosaic Tiles. My main problems are: 1) I can't seem to layer the circles right (see in the diagrams at the beginning). Basically I don't want to have a center to the circles, and in all the examples the new layer doesn't conceal the center of the previous layer. That leads me to problem #2. 2) The shape isn't right. Look at the yellow part of the diagram, the shape looks a little more 'mushroomy', since the layers are tighter. 3) Speed. It's slow as it is, having to pass everything through the radial tiler, but I need to have 2 or even 3 instances of the radial tiler, as I use several tiles components for the diffuse, bump etc. with different effects on each one. 4) Being really nitpicky here, the texture is diagonal. 5) Being super duper nitpicky, it's not historically accurate ![]() |
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Posted: September 1, 2012 3:17 pm |
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