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Betis
The Blacksmith

Posts: 1207
Filters: 76
I have just submitted Eye of the Storm, which started out as a change to a filter I started a long time ago. I realized that what I had done looked supremely excellent and also like the eye of a hurricane or storm or whatever, so then I did it. After 3 days of fine tuning and making the controls intuitive and randomizable, here it is! smile:)

(To clear up any confusion, this is supposed to be a view of the sky from the ground looking up through the clouds)

Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Preset 2

Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Betis
The Blacksmith

Posts: 1207
Filters: 76
And with the right settings, a nice sunny day is a naturally occurring phenomenon!

Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Wow! Those clouds look really good! Is that FF only?
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Betis
The Blacksmith

Posts: 1207
Filters: 76
yeppers smile:D
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Ah! DL your filter now.. this is very interesting
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
I love it. This will be very useful!
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Kraellin
Kraellin

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

Craig
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Yesssssssssssss smile8)
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Okay so I've been doing some offset tests and am getting results that are... well, unexpected. smile:(

What I do is offset something, and then offset it again with the same values, but negative. This works perfectly for constant offset values, but maps seem to multiply the effect, or at least not do what I want it to do. I attached the filter that demonstrates my problem.

Offset Tests.ffxml
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Mike Blackney

Posts: 375
Filters: 57
Awesome skies there Betis
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Quote
Betis wrote:
Okay so I've been doing some offset tests and am getting results that are... well, unexpected. smile:(

Looks like the offsets are acting the way they supposed to....But then again it depends on what you are using it for..... smile:)
A little further of an explanation would help.. smile:)
Stupid things happen to computers for stupid reasons at stupid times!
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Betis
The Blacksmith

Posts: 1207
Filters: 76
I want to offset something, be able to apply an effect, then offset it again with negative values to "unoffset" it.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
So you want to put an image or gradient though the offset and then apply the effect using the offset then put the image back to the original with another offset?...
Not exactly following you on this one but..Once you have distorted the image or what ever one cannot at least I have found un-distort it with another offset...You can run the distortion process thru the Percentage and the use the h and v on the offsets...
Unless you are talking about taken lets say an image and distorting it thru the offset and then moving the image back to the original position with distortion applied... smile:?: smile:)
You could also try and see if it would work connecting it to the noise source.....

Stupid things happen to computers for stupid reasons at stupid times!
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Mutanleader
Mutantleader

Posts: 3
The filter looks great, but the clouds setting is the icing on the cake. Very realistic!
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Basically one time I thought of an idea of how to do radial motion blur, and the idea was to take a normal image, un-spherify it, apply motion blur, then re-spherify it. It worked and I was happy. smile:)

However I want to take this to a more customizable level by being able to apply a transformation, edit the output, then "un-transform" it.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Quote
Betis wrote:
Basically one time I thought of an idea of how to do radial motion blur, and the idea was to take a normal image, un-spherify it, apply motion blur, then re-spherify it. It worked and I was happy. smile:)

I think I understand now..I'll have to kick it around in the head and do some experiments.....Don't expect any scripting thou I'm not so good at that right now...
smile:D smile:hammer:

btw If you have not seen this filter or played with it yet it is an awesome filter by
Constantin...Maybe there might be some ideals there..
Mozaic Code
Stupid things happen to computers for stupid reasons at stupid times!
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Betis
The Blacksmith

Posts: 1207
Filters: 76
New filter in the forge: Snowfall. Not a very original name but it just what it says it is.

Inspired by reality itself, a fake volume of snowflakes is generated and then put through a 3-Dimensional offset blend. and by that I mean offset in 2 of the conventional dimensions, but the 3rd is time. Wind/gravity affect particles too.

Here's a landscape I rendered with Terragen 2.0 and used the filter on, no other post-processing.

Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Betis
The Blacksmith

Posts: 1207
Filters: 76
And here's the snow-map without the source image:

Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
i like it. this is the first 'snow' filter i've seen that does decent motion, like wind swirling the flakes around. very convincing.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Betis
The Blacksmith

Posts: 1207
Filters: 76
The problem is it's really slow, that image took a whole minute or two. It uses a big tree of noises and curves and offsets to lerp together
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Carl
c r v a

Posts: 7289
Filters: 82
does it do heavier falls?
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Betis
The Blacksmith

Posts: 1207
Filters: 76
yeah, but not by too much, it's pretty limited and inefficient right now, I'm thinking about remaking it
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
oh my. you think a minute or two is slow? actually it is, compared to some, but to others it's a bloody speed demon smile;) smile:D
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Betis
The Blacksmith

Posts: 1207
Filters: 76
I still hate anything slower than 30 seconds smile:D
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Hey Betis, you say you have a time offset for the snow, so is it possible to render an animation of it?
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Betis
The Blacksmith

Posts: 1207
Filters: 76
now that you say it, yeah. I blend 16 point-states of different phases of a noise from like -100 to -90 and if you could alter that range from -100 to 100 to even have a looping animation. smile:)

for now I want to work on the speed but I could post the filter for you to mess around with.

Snowfall.ffxml
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Betis
The Blacksmith

Posts: 1207
Filters: 76
okay I guess I have 0-30 right now but it should be -100 to -90 to allow for expansion like what you're doing
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Betis
The Blacksmith

Posts: 1207
Filters: 76
also I would suggest using the sliders plugged into an "Add" component
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Betis
The Blacksmith

Posts: 1207
Filters: 76
okay I've restructured it for potential animation and added more flakes and better snow movement

Snowfall_time.ffxml
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Betis
The Blacksmith

Posts: 1207
Filters: 76
and here's the image with the new (heavier) snow:

Of course, the lifesaver isn't a landscape so it looks a little funky, but if it was replaced it would look better

Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Betis
The Blacksmith

Posts: 1207
Filters: 76
just kidding that last one looks like crap, complete restructuring smile8)

Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Okay been working on Night, but this time from scratch. trying to do faster algorithms and better lighting models... which I still need to work on. So this is Night v2, I won't be replacing the one in the library

Here at quater-moon phase is when the texturing works the best


Here the sun is coming in as a direct result of high phase (waning crescent)


And here, Baily's Beads occur naturally as a result of a total solar eclipse.

I was thinking about making the filter all about solar eclipses instead of a whole night-sky filter... smile:)
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
i like that first one best.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Yeah but at other phases, the derivative component starts to break pretty quickly. I need to somehow fake a 3D light model either using LUA or other clever trickery
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Betis, you are pretty amazing at these lighting and shadows tricks!
And the crater texturing is neat! smile8)
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Betis
The Blacksmith

Posts: 1207
Filters: 76
I get my inspiration straight from reality! Which leads to not very fast rendering, but more convincing. smile:)

For example I have conceitedly fell in love with my glow technique, which is to take 2, 4, or 8 blurred samples of the image and lerp each one tournament style. like radii 1 and 2 get lerped, 3 and 4, 5 and 6, 7 and 8. now I have 4 lerp components. I then do the same thing. I lerp lerps 1 and 2, and 3 and 4. then I lerp those and add it to the original image.

The texturing is pure magic from the derivative component though. The texture mapping was something I stumbled upon while messing with the scale component. plug the height-map you want to warp the texture into the scale input, then set percentage to 50. simple as that! smile:D

as for the sun, all the magic is in the HDR pipeline. because blurring maintains HDR values, I have the sun at a brightness of about 50, although I would think it would be higher. The HDR values are probably very logarithmic or something though
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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