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Betis
The Blacksmith

Posts: 1207
Filters: 76
Hey for this

I just thought of a way to get jumbled texture coordinates so you don't have that common texture Mort was talking about.

Generate the same shapes but have it grab color samples from a super small noise (in essence, choose random values for the tiles). You'll want to do this twice (once for X, and one for Y) and then do lookup for the texture
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Morgantao
Can't script

Posts: 2185
Filters: 20
Oh, so now I'm Mort, too? smile:D
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Hello Mort smile;) smile:D smile:D

Quote
Skybase wrote:

Replaced a portion of my stained glass gen thingy with Uber's way of passing channels through the bomber.


I like much your example, it looks like upside down buildings, but for me would be much nicer without the waved lines texture, just plain colors.

smile:?: Please, could be possible to know what is this "Uber´s way of passing channels through the bomber" ?

is there any link or reference for more information or explanation abut this?
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
The basic idea is this: you want to pass the RGB channel through the bomber yielding various data that can be useful for later purposes. The technique additionally is able to output what appears to look like "regions" where the particles of the bomber are tinted. This allows for the colors to be in specifically shaped regions instead of spilling everywhere and looking stupid. (ins ert lols)

Remember this thread? : http://www.filterforge.com/forum/read...4&TID=9937

Specifically the structure comes from that. There's almost no modification excepting the fact that I changed it so it works with the stained glass generator.

The screenshot below displays what's working inside of my stained glass filter. Ultimately this filter probably can't be used due to the render times and speed issues. But the output very high quality and it provides very unique results. Guess I should post it sometime when I do the clean up in it.

Oh and regarding the off-set... it needs rework haha. smile;) Will do something about it, it's kinda tough given the data se t.

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
WOW!! Thanks very much for all this explanation, and is very interesting and useful, will have to see more about and experiment some things.

Good to know and to learn
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Morgantao
Can't script

Posts: 2185
Filters: 20
What does the threshold do (the one going to size node)? It seems to be completely white.
And what's with the funky colors on the HLS components?
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Now after looking better and deeper the FF editor screenshot you have put I have realized that this nice and good shape you have shown here IS THE FF LIONFISH !!!



I would have never guessed if you asked what this source could be smile:D

Very well done !!!!

ALTHOUGH there is something strange, how can the bomber component preview be in black and white when you are feeding the tint color from the lionfish image ? , I think that probably this must be something about the conguration and settings of the bomber
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Morgantao
Can't script

Posts: 2185
Filters: 20
If I remeber correctly from Uberzev's filters, the tint amount is about 0.0000000001, so you don't see much of a change inside the bomber itself smile:)
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
lol SpaceRay you were playing with the filter he made haha. Should notice fishy things when you see them smile:p

Threshold's there because it's dumb. It has no reason at all. I think I was initially trying to modulate the size param by using the blurred image. But something went wrong.

Here's what Uber Says in part about this....

Quote
The fact that I separate my image into RGB channels is not important. I could just as easily used LAB. The only goal there is to get 3 greyscale channels ready for further operations.

So now we need to "embed" the channel data without affecting the lighten operation.

Inside the bomber this leaves us with the Hue and Saturation Channels to work with. Hue is nice and straightforward, but Saturation requires some massaging.

First we have to consider that were only applying the tint at 0.001 or so. Therefore were going to need a levels on the other end set to the same value to restore the data.

The contrast is there to prevent errors that occur when processing pure black or white.

*The HSY extract was chosen due to the way it handles saturation. Other channel formulas showed remnants of the cell shape.


Here's the hopefully-easier-to-understand-explanation of what's happening.

The method here is as described: at the basis we're just trying to get 3 (RGB) channels through the bomber component. In reality, it's mildly more complicated. After extracting RGB, we then feed those channels into some assemble component to feed the data through. Uber's method requires that the bomber users lighten as a mode in part works best because of the way things are handled (math math math math). So here, Hue and Saturation were fed with Red and Blue channels (doesn't have to be) because well, both Hue and Saturation are the two channels here which aren't exhibited in the bomber, luminance is however, and this is why you can't use luminance, therefore we have the second bomber for the Green channel.

After compacting the information, we feed it into the tint color param of the bomber with a 0.001 (or values lower) of tint amount. What you're seeing here in this bomber is basically just the data being passed through, the hue information's almost invisible but it gets assigned per particle. Once you have the data going in... you wanna extract the data otherwise you'd be making a very pointless filter. So if we feed Hue and Saturation data... we basically need to get the same data. Easy: get extract HLS or HSY and extract hue and saturation channels out of the bomber. Uber describes that HSY basically just handels saturation better so that's why it was chosen. I can explain the details but lets not. Because the tint-values are super small (0.001) you basically get black when you output the saturation channel. This is why levels is used, it squeezes the values down so we can get just the data we want. Once you're done, feed all the black and white maps into RGB and you're done!

And that's the basic explanation of how that works.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Thanks for the detailed and long explanation, and is good to know about this. I will read it well and make some test with it in the filter editor. Thanks again.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I donno, I keep thinking there's a better way doing this. Like passing RGB and getting data out shouldn't be this complex, but because we're limited this becomes like the primary way.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Whatever happened here...

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Kingfisher becomes... very weird

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Inspired by Indigo Ray...

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Morgantao
Can't script

Posts: 2185
Filters: 20
Oh WOW!
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I made it so that you can control the height via custom profiles. This isn't such a bad filter but I think it can use tons more.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Spikey kingfisher.

PRETTY SURE somebody has done some filter like this smile;)

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35


WOW, like much this 3D style lifesaver that looks so well and from just a simple 2D photo smile:eek:
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Today I was in the trains just looking around at some of the ads. Most of them are just... awful then I found this one that looked awesome. I kinda went ahead and remade something resembling it but with my tastes.

I modulated the colors via image and also the size corresponds with the brightness of the image. (Image input = lifesaver default.)

pretty simple filter smile:) Lots of colorful results!

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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
I know someone who´s gonna love you for this smile:p

Looks cool, I like the colourfulness and I bet it´s total fun to play with it smile:-)
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Morgantao
Can't script

Posts: 2185
Filters: 20
Really neat. I'd love to see more examples, with different inputs smile:)
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Skybase, if that's a "smudge" filter, it looks like you're missing this, which is why distant regions look extra-spiky, unless you want it like that:

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Oh snaaaap better solution than mine haha. I tried to stretch the ends which went stupid. Thank you smile:D
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Melty Paint dab dots thingy

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Melty Paint dab dots thingy


cool, nice and curious, for you could be melty paint, but I am seeing another thing, this is like lots of colorful spheres taking off to the sky flying away from earth smile;) smile:D
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
!!! wooo smile:D

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
WOW!! This looks really beautiful and well done !! It mat look like it has been done in Studio Artist instead of FF.

Like also the subtle coloring and watercolor like textures
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
I like your dot thingys, very cool smile:-)
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Was bored waiting for emails to be written back. I spent my day just modeling, lighting, and rendering some scene in Maya. Added a slight filter to it but no textures yet. Well, you know where all the textures will come from.

Need a convincing garbage bag shader....

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quick 40 minute model in Maya, textured roughly with FilterForge. Rendered with MentalRay. Game asset for my currently-developing game "The Tower" (working title.)

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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
nice smile:-)
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
So I decided to put an avatar up!

I actually created this in FilterForge! smile:D You can see the procedural nature of it here:

http://www.behance.net/gallery/Skybas...al/2245734
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase wrote:

Quick 40 minute model in Maya, textured roughly with FilterForge.


Quick model ? , Wow, this looks really well, nice and realistic to be a quick model, you are a professional to be able to make this beauty so fast and easy. smile:)

Surely your game will be deseved a winner for graphics quality and innovation

Quote
Skybase wrote:
So I decided to put an avatar up!


Oh, yes, this is the nice and original avatar you have on the behance web and that I have seen already before when I have fallen in love ( wedding still pending) with your awesome "Dream about circles" also found on your profile there.

Quote
I actually created this in FilterForge!


When I have seen this before I already liked this and thought that you have done it with some filter similar to the excellent gradient circles style, but maybe I am wrong and you have done it in another way, anyway, they are nice and well done.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
... doing pixel art parametrically instead of doing it by hand. 64x64 pixel filter.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Simple stuff....

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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Ooh pixel art, fun stuff smile:-)

Quote
So I decided to put an avatar up!

Cool, very lighthearted, dancing colors smile:-)
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Morgantao
Can't script

Posts: 2185
Filters: 20
Skybase, I've been gone fr om the forum for almost a week, and now that I opened it up, one of the first things I thought were "Errr.. Did Skybase always had this avatar"? smile:D
Cool avatar, pops out of the page smile:)

I like the paint dots effect, it reminds me of something I used to do as a kid, wh ere I blew air into markers and had them spray ink droplets on the page.

Also, nice to see you have new models, I'd love to be able to do that, but I'm just beginning to learn 3D on my spare time...
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Part inspired by Sharandra's mossy stones.

Developing for the game The Tower (working title)

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Render times hit around 5 minutes per texture. It really doesn't matter in the end since they're all going to get painted over.

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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Looks good smile:-)

Quote
Render times hit around 5 minutes per texture


Were you inspired by my filters slowness? smile:p
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Well this filter was built mostly from scratch. I was just using the looks of your moss as reference for the nice texture. smile:p It's so nice looking I had to steal the look of it somehow smile:p

No, your part runs REALLY fast. The stuff I made = very slow thanks to all the details.
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Hehe, adding all the details is just way too much fun! smile:D I always promise myself to make a really fast and simple filter next, but somehow I can´t restrain myself and end up with a complex and slow filter:P
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
This project took a while just finding a couple images. I uploaded the entire thing on behance: http://www.behance.net/gallery/At-the...rs/4939775

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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Beautiful work! smile:-)
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Morgantao
Can't script

Posts: 2185
Filters: 20
It's got an interesting look to it, especially when you have so many different images that use the same technique smile:)
I find it amazing how you get such different look to each image, while there's also so much in common!
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