CorvusCroax
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So, I was messing around w/ the math nodes and noises, blending noise components in odd ways. I thought it would be interesting to take an F1-F3 noise and add back in F3 noise, and maybe it would give me F1. (I thought it might help me understand whatever F1 is.)
It doesn't work, so I go back to the help file. Manual says:
Wait, so you're telling me that F1, F2, and F3 are Euclidian Distance, Manhattan Distance, or Chebyshev Distance of some random numbers? (probably some perlin based rand numbers?) In other words, FF already has distance transform built in? We just don't have a node for it? Distance Transform is this, much requested thing: (aka 'bevel' in pshop) http://www.filterforge.com/upload/for...nsform.jpg |
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Posted: May 3, 2010 5:38 pm | ||||
ronjonnie
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Hey Corvus,
Yeah, shame it is so confusing, ![]() ![]() Have a good evening. ![]() ![]() Ron zazzle.com/Ronspassionfordesign*
So much to learn, so little time. |
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Posted: May 3, 2010 6:54 pm | ||||
Vladimir Golovin
Administrator |
No. F1 is the closest feature point, F2 is the second closest point, F3 is the third closest point etc. (closest means "closest to the current sample coordinates). For every sample, the Worley noise calculates all feature points near the sample point, then sorts them by the distance to the sample point -- where the distance is not necessarily Euclidean. Various Worley-based components use different distance functions. IIRC, Blocks uses Chebyshev, Pyramids uses Manhattan, Stones uses Superquadratic, Techno uses Manhattan or Chebyshev, Cells and Chaffs are Euclidean or Superquadratic. |
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Posted: May 4, 2010 3:22 am | ||||
CorvusCroax
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Ah, I see. That's why the higher F numbers always seem more complicated... So, I guess what I'm getting at is: 1) how hard would it be to make a Distance Transform node, with a map input, given that there are already distance transforms being used for the noise? Is it possible to translate one into the other? (Or are they entirely different animals?) 2) Is a Distance Transform node hard to do for some other reason? |
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Posted: May 4, 2010 12:29 pm | ||||
Vladimir Golovin
Administrator |
Corvus, the main reason why we don't yet have Photoshop-style distance transforms is because they would look ugly due to the 'contours' being 'extracted' from pixelated images, as opposed to, say, splines. This is especially apparent when you try to use such bevels as bump maps.
(If we somehow got splines into Filter Forge, adding distance transform / bevel would be #1 thing on our list.) |
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Posted: May 6, 2010 11:25 am | ||||
CorvusCroax
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Hi Vlad:
I think it would still be useful, even if it were imperfect. We work with the roughness of imported images now... people just add a very small radius blur. (Such as with http://www.filterforge.com/filters/6536.html) Also, why should external images be the sole input? This sort of transformation would be useful with all such as Polygon, Circle, thresholded down noises, and all the other FF map inputs. |
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Posted: May 6, 2010 1:44 pm |
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