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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I have found this beautiful circular colors gradiation, and think that can be done in FF with Loops rotating an almond shape with blending transparent rainbow colors as shown here

I am not sure. but I think that the rotated shape is like an almond shape that goes from edge to the center

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
After following the very well done Loops video tutorial made by Skybase/Yuya I have been able now to make this shown here

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Although I have not yet been able to make this almond shape made by Squideey work with loops

Or maybe I should use some kind of Curves component with the Ellipse component to get that almond shape instead

Also I still have to discover and know how to make the repeating shape transparent

I have been looking at many loops filters from other authors but still have not found a way to do it, will have to see more

Here below is the filter I have until this moment and some additional components that I have tried without sucess yet

FF 4.0 filter

Rainbow Almonds.ffxml
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Yuya
2D/3D Generalist

Posts: 4025
Filters: 76
So close!

Just need a couple tweaks and you were close.

RainbowFlower.ffxml
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
WOW! thanks very much Yuya, for uploading the filter, now I know how you have done it, I have tested before a similar way using the blend mode in a similar way but did not work, and is because you have attached the loops rotation to the blend mode instead of the Free Elipse component as I have done.

I also knew and imagined that for building the almond shape you have to use some kind of curve component attached to the ellipse component, but I was wrong testing it with the bevel link, as you have used the curve attached to a profile gradient and then to the Radius link!!! Cool and interesting!!!

And what is more surprising is how you have used the enlarged version of the almond to get the effect and then use the scale to get it out fully, great!

And to be able to get a good shading colors of the transparency you have reduced the saturation so you get a good amount of colors without overlaying them as it has happened to me

Although your example shown was not very accurate to the original image shown in the first post above, but I found that modifying the minimum value inside the curve component will get it right and more like the original one.

Here is what I have got

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
And reducing the saturation to 14 it looks even better without any part being missing for too mcuh color as seen above in the center

Although this is maybe too light, so I will see how I can do to have a middle point between both

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Yuya
2D/3D Generalist

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Filters: 76
I'm just giving an example in terms of color. You can feed it gradients and otherwise. Pretty simple.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I have seen that you can´t have more than 33 iterations as they will overlap and get darker and darker, so I know that you can only have 1 pass only (1 round) as otherwise it will not work, but this is not a problem, it looks good as it is.

Quote
Yuya

I'm just giving an example in terms of color. You can feed it gradients and otherwise. Pretty simple


Yes you are right, and I thank you very much for it

Will experiment more with it and see what I can do and what other things can be added and done with it

For example by changing the blend mode to Difference instead of Multiply, you can get this checkered design smile:)

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Or by duplicating all the filter and having one result with Multiply blend and the other with Difference with 0 value saturation, and then after blend both results with multiply you can get an even better result

I know this is very different from the first original shape, but it looks cool too smile:)

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
The beauty of filter forge is that you can modify different settings and values (and add more components if needed) and get different results

Here I have changed the Bevel value of the ellipse to contour and with a 27 bevel width and using color burn blend mode

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
And what would happen if you activate the Randomize slave of the loop and attach it to the squash link of the Ellipse component ? smile:D

With all the same settings as the above example show just here above but using the new aded randomizer I got this

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
And changing the Randomizer from Squash to Origin Y, and then modify some of the settings inside the impulse curve I got this other very different thing smile:)

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Now attaching the Randomizer slave to both "Squash" and "Origin Y" links of the ellipse and modify some more the Impulse curve settings

Thanks again Yuya for showing how this filter could be done possible

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Yuya
2D/3D Generalist

Posts: 4025
Filters: 76
Multi-point gradient in use. Allows for the use of near infinite amount of colors per gradient. Gradient is controllable.

Lol quit signing your name on everything haha.

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Yuya
2D/3D Generalist

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Filters: 76
And a slight mod to it really changes things.

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Cool alternative examples Yuya, specially the multipoint gradient colors

I have modified the source shape using my own shape from my own filter Spirograph Break Out and added your curve to make it almond like, and I got this other version

The difference is that in this case the is a line around the shape and filled with a shading of colors inside

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Here is the filter modified to make this above example

Quote
Yuya

Lol quit signing your name on everything haha.


smile:D smile:D You already know why I am doing it, as I want to avoid the hotlinking and making it more difficult

Rainbow Flower Shading and Line Width.ffxml
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DaveSharman

Posts: 23
Filters: 1
Very interesting discussion, learned lots from it smile:)
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Yuya
2D/3D Generalist

Posts: 4025
Filters: 76
More modification and a 1000 iterations later. Render times are a bit atrocious with all the fancy effects so I removed them. Same thing: customizable color ramp, self-generating patterns... etc.

---- off topic ----

Quote
smile:D smile:D You already know why I am doing it, as I want to avoid the hotlinking and making it more difficult


Silly you, go and read my last couple thoughts on that forum post where we were discussing about watermarks. Wait, so in the end did you understand what I wrote there? Cause it seems like you're not understanding the reasons for my argument.

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Here I have duplicated the same source result with 6 scale components to get 7 seven different result in scaled reducing size and then have desaturaded two of them, and joined all with a multiblend with opacity 100 on all

Although I think that this could be better done if the individual images are processed so they could stand out from each other

Quote
Yuya


I did understand what you mean but I am ONLY showing this as an example and not like an artwork, and the hotlink is not the only reason, there are more

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EAdams

Posts: 447
SpaceRay, the version with the outlines is especially beautiful!
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Yuya
2D/3D Generalist

Posts: 4025
Filters: 76
So with a bit more tweaking you can get all sorts of shapes. 1000 iterations with just the same thing. Almost everything is modulated!

------Offtopic------
[Edit] Sometimes I feel like I can't explain myself over the internet. In regard to signatures. Let's leave it be. I just can't seem to get the message across. smile;)

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Yuya
2D/3D Generalist

Posts: 4025
Filters: 76
Here's a shaded version. Cheap AO + a couple more shading tweaks.

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EAdams

Posts: 447
The second shaded version is spectacular. What is AO?
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Yuya
2D/3D Generalist

Posts: 4025
Filters: 76
Ambient Occlusion. Technically, it's a simulated appearance of ambient lighting in a 3D scene (lighting from all sides) typically leaving fuzzy shadows in the corners of objects (occlusion).

From the artist's perspective: It's the render option thingy that gives corners of everything a nice soft shadow, which gives the overall render a nice feeling of detail and depth without spending too much time lighting details.

Note that in my version, I'm really not doing "3D" and rather faking the appearance of 3D by using gradients and stuff. When gradients are soft enough, they cluster up creating a nice shaded appearance on pretty much anything. It's basically drop shadow, faded super crazy and blended together in a nice way.
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