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Totte
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pile of stones by Totte http://www.filterforge.com/filters/7860.html ![]() - I never expected the Spanish inquisition |
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| Posted: October 14, 2009 1:35 am | ||||||
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Totte
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An updated filter on it's way, even better, fixed some stuff found, and added some more settings.
I'm having problems submitting right now... - I never expected the Spanish inquisition |
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| Posted: October 14, 2009 1:36 am | ||||||
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Carl
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This one looks interesting Totte ........Carl
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| Posted: October 14, 2009 4:34 am | ||||||
| Constantin Malkov |
You are in a few steps from the real masterpiece. IMO, stones are very good, but their textures is the weaker side and spoil the final image.
Here is you are much closer and I would continue in this way: |
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| Posted: October 14, 2009 6:15 am | ||||||
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Totte
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Thank you The one uploaded recently (not yet up on the server) have 4 different texture options, and I've fixed a "glitch" in the height mapper. I will look into adding more texture options for the version I am working on right now, specially multiple options where stone have different texture types. ![]() - I never expected the Spanish inquisition |
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| Posted: October 14, 2009 6:46 am | ||||||
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Totte
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Or like this:
![]() - I never expected the Spanish inquisition |
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| Posted: October 14, 2009 8:09 am | ||||||
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Totte
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This is the latest version, in wait for two upload iterations; pile of stones.ffxml - I never expected the Spanish inquisition |
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| Posted: October 14, 2009 8:10 am | ||||||
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CysticCraze
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Ehh, take apart someones stone texture. You got it good with the stones, but you need that texture better. I see what your going for but IDK if FF can do it with such easiness, I suggest using someone elses rock texture (With credit of course) and then making a new filter once you have perfected your look. We walk through life building our castles but far to many cease to build the foundations. |
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| Posted: October 14, 2009 8:49 am | ||||||
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Kraellin
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river gravel... cool! If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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| Posted: October 14, 2009 1:55 pm | ||||||
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Totte
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Cystic, is this stone texture more of your liking?
![]() - I never expected the Spanish inquisition |
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| Posted: October 16, 2009 4:12 am | ||||||
| Constantin Malkov |
On the last examples they look too similar, IMHO. It's possible to make the different textures for the each stone.
And it's also possible to mix the filter with other filters For example with the "Water Caustics" filter:
More variations with the same filters: 1, 2, 3 |
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| Posted: October 16, 2009 10:36 am | ||||||
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Indigo Ray
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Did you try doing this with the new bomber component? "Time flies like an arrow; Fruit flies like a banana." -Groucho Marx |
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| Posted: October 18, 2009 6:20 pm | ||||||
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Totte
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I've tried with Indigo Rays nice water caustics and it works great, I just need to write a nice RFB (Request For Bastarding) to Indigo Ray, so here it is comes "Hey Indigo, can I bastardize, your water caustics filter in pile of stones?" I've tried with bombers, and so far no luck as It will take too many levels of bombers to make it look the same, as the heightmap has to be carefully built and it just doesn't do that they way I want it right now, without being grotesquely slow, even on my 16 core machine. - I never expected the Spanish inquisition |
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| Posted: October 19, 2009 12:44 am | ||||||
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Indigo Ray
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Hahaha! To answer you, I'd rather you not paste my caustics right in your filter, but if you were to suggest combining your stones with my caustics in the filter description I would be overjoyed!
Tell me about it. My grass filter (using the bomber), is my slowest filter yet by probably 2x. "Time flies like an arrow; Fruit flies like a banana." -Groucho Marx |
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| Posted: October 20, 2009 6:29 pm | ||||||
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Totte
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@ Indigo Ray: That was about the same answer I would have given! I can hint about it in my next update. - I never expected the Spanish inquisition |
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| Posted: October 20, 2009 11:59 pm | ||||||
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kurts
Posts: 36 |
great filter of course, but also a good example why bump map not always are useful as displacement maps. I really miss true displacement/depth maps in FF.
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| Posted: December 13, 2010 6:39 pm | ||||||
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Totte
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The height map is generated in a rather special way in this filter, mostly to get the height on top layer of stones, ignoring the lower levels as there was not any space left in the height range.
I could probably do that differently in FF2.0 but I've never got the time to revisit this filter. - I never expected the Spanish inquisition |
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| Posted: December 14, 2010 12:26 am | ||||||
| Sphinx. |
I think the problem there is because you do not take into consideration the layer indices.
Lets say you have 4 layers of stone you want to mix (each in range 0..1). Then the correct way of mixing them is not simple alphamask blending, but rather: (layer index + layer value) / (number of layers + 1) you can do that for already blended layers too, you just need to prepare the "blended" indices too. This way you ensure that max value of layer 1 is <= min value of layer 2 and so on.. EDIT: Layer 1 is the bottom layer in this formula.. Zero Alpha = Zero Influence. |
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| Posted: December 14, 2010 1:30 am | ||||||
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Totte
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@Sphinx: yes, you are right, and in FF 2 this can pretty easily be done, but it was not as easy in FF 1.
Also, bombers changed the way this filter would be built anyway. A rewrite is probably what it needs, I just need to fin the time and the incitement to do it. - I never expected the Spanish inquisition |
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| Posted: December 14, 2010 1:34 am | ||||||
| Sphinx. |
Yes, it is definitely easier in FF2 (because of the RGB Math and HDR ranges), but it should be possible in FF1 too, using multiplication and addition.
I think the bomber would kill all performance I just tested the formula, it produces something like this for the lead preset (is this what you were looking for Kurts?): ![]() Zero Alpha = Zero Influence. |
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| Posted: December 14, 2010 2:01 am | ||||||
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Totte
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I jus thought to prefab the stone layers as today, then use the bomber to display the prefabbed layers. Doing it stone by stone with a bomber I've already tried that (see above in the thread). - I never expected the Spanish inquisition |
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| Posted: December 14, 2010 2:04 am | ||||||
| Sphinx. |
A general problem with the bomber is that you can't get the layer ordering (indices), Crapadilla complained about that already in the early beta days.. I tried hard to figure out how to "extract" the indices of the bomber, without luck so far..
I attached my formula test.. lazy scripted version pile of stones-heightmap combiner.ffxml Zero Alpha = Zero Influence. |
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| Posted: December 14, 2010 2:14 am | ||||||
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