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Kraellin
Kraellin

Posts: 12749
Filters: 99
this is one i've run into many times and rather than make a request in the wish list, perhaps i shld resolve if i've got something misunderstood with the editor and its components first.

i want to create a substance with height. it doesnt matter what; it could be dirt, wax, paint, or anything with a bit of height to it. and i want to map that onto an imported image or our good, old life preserver. this will be a surface filter, taking advantage of the height attributes of such.

now, if i plug the image into 'surface' that only leaves the 'height' to give height to my 'substance'. and that will somewhat work, but gives only a minimal bit of height to the substance and also warps the image in 'surface' a bit as well. if i map the image into the substance and plug that into the surface and plug a grayscale of the substance into 'height', that will map some nice height to the substance, but will also height map the image, which i dont want.

now, i can just make the background transparent and just do the substance all by itself and simply take that and apply it in photoshop (or whatever), but i'd prefer to do this all within FF, if possible.

so, that's my question, is it possible? can i map a substance with height and overlay that onto an imported image within FF without mapping the image itself with any height?

and btw, this is why i made a request before to unlock the height mapping routine from the results component. i wanted to map height on various aspects of a filter/texture/substance without mapping the background imported image. i still see no reason why the results component couldnt have a pass through to another component for multiple height mapping (you wouldnt call it the results component any more, though).
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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infiniview
digital artist

Posts: 202
Filters: 13
Outside of limiting it to a selection or a layer I am pretty sure that an increase
in height will affect the entire image.

From a slightly different perspective on the same topic I would love to see the
components bunched with with Results unplugged from the Results component.
I would like to be able to designate certain parts of an image to be reflective while
others are not. Like for example inlaid metals in wood. Possibly due to the HDRI
it is somewhat problematic. Perhaps there could be some kind of non-reflective
stealth mask component that could be assigned to certain other components.
I am just speculating here but it does seem that it should be possible now with some
combination of alpha masks and channels. But if someone else knows this one I would
like to know as well. smile:D
at least 90 percent of all sensation is texture, even beyond the visual, with elements of noise, tone, gradients, interval and degree.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
hi infini,

i was thinking that if the results component could be like any other component, that would work, too. you could then have as many as you wanted in a filter. of course, you'd need a new results component as a final one, but that shld be easy enough. i just want the functionality of height control and hdri able to be put and applied to any given part of a filter and not just the end result.

sorry, FF, i know i sound like a nag on this one and if there were a polite way to nag, i'd do it smile:)

at any rate, if anyone else knows of a way to do what i requested, please post it.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
you can certainly have different materialtypes in one filter, its just a matter of utilizing the reflection/ref. blur/metallic input with different masks etc. And the heightmap doesn't distort the surface area at all (it shades it ofcourse, but thats what its about, right?)

perhaps I misunderstood what you asked about Craig?

with colors in surface


without colors (pure image)


filterfile

Different Materials in one filter.ffxml
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Kraellin
Kraellin

Posts: 12749
Filters: 99
sphinx, thanks.

what i was trying to say is demonstrated in the posted image. i have a 'mud' substance/texture laying over the image of the life preserver. i dont want to change the look and especially the height of any of the life preserver, but i do want height in the 'mud'. if you notice in my image the life preserver has been height mapped somewhat along with the mud. i dont want that. i just want height in the mud.

If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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jffe
Posts: 2869
Filters: 90
Isn't that just like this - http://www.filterforge.com/filters/1227.html only with mud instead of paint or whatever ?

jffe
Filter Forger
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Hmm. I think I know what you mean. The answer may be simpler than you suspect, at least if you use FF as a Photoshop plug-in. (Haven't tried on standalone version.) Just make the areas you don't want affected black in the height map and transparent in the color map. Run the filter on an image that is on the Background layer of Photoshop and voila! Running it on any other layer than the Background layer will result in transparency in the transparent areas, Background layer will "pass through" the original image.

The trick is: You don't even import the original image. You just run the filter on it.

As in:

Passthrough.ffxml
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Kraellin
Kraellin

Posts: 12749
Filters: 99
jffe, yes it is like that one, but if you look closely, the underlying image does get distorted by height in that one. in fact, i'm surprised it got an editor's pick for that.

3D, that may work, making the height data black. i'll try that. i shld also mention that i can do it if i dont use an image component and just leave everything else transparent and that follows what you were saying about using this in plugin mode. but, i wanted to see if anyone had a way to use it in stand-alone mode with an image.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Kraellin
Kraellin

Posts: 12749
Filters: 99
oh, i shld also mention that if you notice my posted image here, you'll notice that the 'mud' does not really conform to the heights on the image and that again follows the whole idea of being able to height map anywhere in the filter.

also, we may as well turn this into a height thread... i can turn this mud into an indentation on the image or i can do it like i have, where it's raised above the image. but, what i'd like to do now is, map the 'mud' to the image better, such that the mud looks like it follows the contours of the image, as in displacement type treatments. any ideas?
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Kraellin
Kraellin

Posts: 12749
Filters: 99
Quote
Just make the areas you don't want affected black in the height map and transparent in the color map.


eh? wouldnt that make just the 'mud' show in the results with no underlying image? (i'm talking stand-alone mode here).
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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jffe
Posts: 2869
Filters: 90
Quote
Kraellin wrote:
jffe, yes it is like that one, but if you look closely, the underlying image does get distorted by height in that one. in fact, i'm surprised it got an editor's pick for that.


----There's a *Use image surface* control that I assume toggles that ?

jffe
Filter Forger
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
I was just about to say that your problem really is due to improper masking of the heightmap (i.e. you haven't blacked out areas you don't want affected by the shader) - but now I finally understand what you mean (I think..hehe)

You want to be able to have semi transparent shaded stuff rendered on the image, without affecting the underlying image (the background) in those parts where the "stuff" is, right?
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Kraellin
Kraellin

Posts: 12749
Filters: 99
ok, the masking is helping. still got some control problems but getting there now smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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infiniview
digital artist

Posts: 202
Filters: 13
Im not sure if this one fits the bill but I thought I would post it up for the heck of it.




Orignal background image



The filter has a frame component in it that enhances the shading which may enhance the
height effect in a way that is not the question here. However even with the frame width off the height still does not effect the image of course because the image
component is not actually connected. It is just the one that is open.




Path Stone Simple over Image.ffxml
at least 90 percent of all sensation is texture, even beyond the visual, with elements of noise, tone, gradients, interval and degree.
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infiniview
digital artist

Posts: 202
Filters: 13
This is the image with the frame width all the way off.

at least 90 percent of all sensation is texture, even beyond the visual, with elements of noise, tone, gradients, interval and degree.
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infiniview
digital artist

Posts: 202
Filters: 13
Ahhh, ok I reread your original post, this doesnt help you map the image into the
substance.

Goes back to the drawing board.
at least 90 percent of all sensation is texture, even beyond the visual, with elements of noise, tone, gradients, interval and degree.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
infini, it's the masking on the height layer that does the trick for me and what i was seeking. thanks smile:)

here's the latest example. notice that the life preserver image is NOT warped at all in this one. so, the masking did the trick smile:) thanks, guys smile:)

If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Kraellin
Kraellin

Posts: 12749
Filters: 99
ok, now for the second half of this. when i look at the image above, i see the image of the life preserver (LP) and then some mud layed over it. but, it looks like there is a flat plane between the mud and the LP, such that the mud is all sitting on a flat surface and not on the contours of the LP.

what i'd like to do now is paint the mud onto the LP image such that the mud looks like it's at the same depth as the various parts of the LP image. i've tried to follow the same procedures as i did to get the mud and i've mapped the mud onto an alpha channel image and that into the height of the results, but it's still not quite right as you can see from the posted image. some of it looks good, but mostly not. the mud still mostly looks like it's sitting on a plane rather than the contours of the image below.

so, i guess what i'm looking for here is height on a substance/texture and then mapping that texture onto an image following the contours or depth of that image. in other words, making a 3d texture and displacement mapping it onto an image. piece a cake, right? smile;)

If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Carl
c r v a

Posts: 7289
Filters: 82
I have a simple displacement effect on the "Shadow and Light" filter that you could try smile:)

http://www.filterforge.com/filters/2134.html
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Kraellin
Kraellin

Posts: 12749
Filters: 99
thanks, carl smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
You can also extract the luminosity channel of the original image and overlay it on the "mud" which will further add to the illusion of following the shapes.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
3D, yes, that makes sense.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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