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pile of stones by Totte

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Totte
Übernerd

Posts: 1208
Filters: 86
pile of stones by Totte
http://www.filterforge.com/filters/7860.html

Image
- I never expected the Spanish inquisition
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Totte
Übernerd

Posts: 1208
Filters: 86
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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Carl
c r v a

Posts: 6707
Filters: 70
This one looks interesting Totte smile:)
........Carl


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Constantin Malkov
3D Artist/Animator
Posts: 186
Filters: 25
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:

Image
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Totte
Übernerd

Posts: 1208
Filters: 86
Thank you smile;-)
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.



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Totte
Übernerd

Posts: 1208
Filters: 86
Or like this:


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Totte
Übernerd

Posts: 1208
Filters: 86
This is the latest version, in wait for two upload iterations;

pile of stones.ffxml
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CysticCraze
CysticCraze

Posts: 142
Filters: 11
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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Kraellin
Kraellin

Posts: 12326
Filters: 86
river gravel... cool!
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Totte
Übernerd

Posts: 1208
Filters: 86
Cystic, is this stone texture more of your liking?


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Constantin Malkov
3D Artist/Animator
Posts: 186
Filters: 25
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:

Image

More variations with the same filters: 1, 2, 3
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Indigo Ray

Posts: 742
Filters: 101
Quote
Constantin Malkov wrote:
For example with the "Water Caustics" filter:

smile:D smile:D smile:D

Quote
Constantin Malkov wrote:
It's possible to make the different textures for the each stone.

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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Totte
Übernerd

Posts: 1208
Filters: 86
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?" smile;-)

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.




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Indigo Ray

Posts: 742
Filters: 101
Quote
Totte wrote:
Request For Bastarding

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! smile;)

Quote
Totte wrote:
grotesquely slow

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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Totte
Übernerd

Posts: 1208
Filters: 86
@ Indigo Ray: That was about the same answer I would have given! smile:D smile:D
I can hint about it in my next update.
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kurts
architect
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.

Image
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Totte
Übernerd

Posts: 1208
Filters: 86
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.
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Sphinx.
Posts: 1157
Filters: 38
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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Totte
Übernerd

Posts: 1208
Filters: 86
@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.
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Sphinx.
Posts: 1157
Filters: 38
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 smile:-D

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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Totte
Übernerd

Posts: 1208
Filters: 86
Quote
I think the bomber would kill all performance

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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Sphinx.
Posts: 1157
Filters: 38
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 smile;) I had to discard the late offsets in the original (they break the layering concept), so its not as dense as the original..

pile of stones-heightmap combiner.ffxml
Zero Alpha = Zero Influence.
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