lance1962
Posts: 1 |
Hi - just new here - cool program and amazed at the range of filters already available for download.
Wondering if anyone has done anything like the fractalius effect that is available as a Photoshop plugin (http://www.redfieldplugins.com/filterFractalius.htm) Really cool effect - guessing there is nor reason something similar is possible in FF. Very popular P.S. plugin. If there is something already available would appreciate any info. Thanks ![]() |
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Posted: January 21, 2010 6:23 pm | ||||||||
uberzev
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Posted: January 21, 2010 7:24 pm | ||||||||
Kraellin
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nice one, uber, but didnt someone come up with a way to do that in FF? i seem to recall one or even two of these in the recent past.
If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: January 22, 2010 8:23 pm | ||||||||
MetaVampire
Posts: 2 |
I read in another forum that the technique employed is called "line integral convolution" and here is website showing the math behind it. Maybe this helps to getting another step closer
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Posted: February 20, 2010 3:00 pm | ||||||||
ronjonnie
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Hey Uber,
Very COOL!! We will all be lookin forward to that one! A more radical approach. http://www.filterforge.com/filters/4743.html Have a good evening. ![]() Ron zazzle.com/Ronspassionfordesign*
So much to learn, so little time. |
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Posted: February 20, 2010 6:05 pm | ||||||||
Beliria
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Posted: February 20, 2010 8:56 pm | ||||||||
Kraellin
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wow, i like that, bel! it's like a hyper-sharpened cat face. that could be useful!
If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: February 21, 2010 11:23 am | ||||||||
MetaVampire
Posts: 2 |
I am just posting this again, because I saw I forgot to send the link I mentioned. Or is it forbidden to post external links in here? http://www.zhanpingliu.org/Research/F...IC/LIC.htm |
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Posted: February 21, 2010 11:32 am | ||||||||
StevieJ
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I think that's over-complicating a simple effect. You can easily emulate it.....starting simple by combining/modding these two filters.....
http://www.filterforge.com/filters/4856.html http://www.filterforge.com/filters/4525.html Steve
"Buzzards gotta eat...same as worms..." - Clint :) |
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Posted: February 21, 2010 11:46 am | ||||||||
Beliria
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![]() plus got a ways to go trying to figure out additional bits to it (or turn it into a totally differen filter..um).
Interesting.. I love some of the images on the home page ![]()
both cool filters but the first looks closer to the fractulus effect. Nothing wrong with a little insanity ;)
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Posted: February 21, 2010 1:43 pm | ||||||||
Darrell Plank |
If I read the math paper correctly, this is essentially what they're talking about. They do it on a noise background to show the flow of a vector field. I represent the vector field with a pair of perlin noises, one for x and one for y. It does, indeed, show a pretty good representation of the field. I threw in some color based on the sum of the two perlin noises as an approximation of the distance of the vector at a particular point in the field. I also apply to the image just to see what it looks like. A moderately interesting result. Theoretically, I'd like to take a lot more samples but each sample requires an offset node so I'm a little limited. I don't know how to upload images to display in these messages so I can't show the result. I'm trying to attach the filter itself and hoping I at least am going to get that right.
Darrell LIC.ffxml Darrell |
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Posted: March 27, 2010 7:10 pm | ||||||||
Darrell Plank |
Oops! Just realized that the Line Integral Convolution filter I included in the last message I made in the 2.0 beta. Sorry. Won't work in 1.0. Didn't use anything 2.0 specific, but just happened to be in 2.0 when I did it. I'll have to be more careful in the future.
Darrell |
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Posted: March 28, 2010 1:57 am | ||||||||
BenBeckwith |
Darrell, that's awesome!
It's cases like these that makes me wish we could have loops! FF needs like an "In loop" node and an "Out loop" node. The out loop would have 2 outputs. One that runs back to the In and one that fires after a specified number of loops have been reached. It would be cleaner, clearer, and easier to work with than brute forcing it. |
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Posted: March 28, 2010 3:15 pm | ||||||||
Darrell Plank |
Thanks Ben. Here's a better one. The original just did the "Manhattan metric" for coloring by adding the two noises together. This one calculates the actual distance. Well, approximately, anyway. I could get dx^2 + dy^2 but then there is no function for square root so I used Gamma and made sure it was 1/sqrt(2) at 0.5 so it's a reasonable approximation. I still give a checkbox for the manhattan if you like. I also took the image out as a source. Easy enough to put back in, but I didn't want it turning up when I hit the variants key.
I'd like to do coloring for angle also but there's no easy way to get that from (dx,dy). I thought of using gain as an approximation to an inverse sine but that's not very pretty (or accurate I think). I think I have a way now, though. I can't get the angle from (dx, dy) but I can get (dx, dy) from the angle by using the sine function so I think I can use a noise function to signify the angle, convert to dx, dy and then a separate noise for the distance which I'll combine with (dx, dy) using a multiply blend. That way I can get the distance and angle exactly and be able to color based on either one. Really, I think in the end that the distance is more aesthetically pleasing since it is based on the local "look" of the texture rather than just what angle it's headed at so maybe I'll do the angle and throw it all away when I'm done. Haven't tried it yet, though, so maybe I'm wrong. Oh, and here's a big thumbs up for any more sophisticated math/programming constructs like the loop you mention. I wanted to change the "kernel" in this convolution which weights the various distortions, but I can't really do that either since it's embodied in the remapping into those distortions and you can't change those remappings at runtime. Another argument for my post elsewhere about more flexible remappers and/or nodes which take in a numeric argument and apply a function to it with a numerical result. Anyway, thanks for the kind words! Darrell LIC.ffxml Darrell |
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Posted: March 28, 2010 8:20 pm | ||||||||
dazza101 | ||||||||
Posted: July 20, 2010 10:25 pm | ||||||||
Carl
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looks good, submitting it?
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Posted: July 21, 2010 2:34 am | ||||||||
CorvusCroax
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Hey, that's cool.
Here's something I was playing around with earlier, which might give you some ideas. It's like high pass, but with directional blurs. (it started out as a thing to find straight lines) ![]() More examples here: Clicky!! And here's the file: zz straight line finder 002.ffxml |
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Posted: July 21, 2010 3:21 am | ||||||||
dazza101 |
@Carl - yes, I have submitted the filter, now called fractalitious - my first one!
@CorvusCroax - Thanks for the snippet, it is has some similarities to the motion blur/sharpen/blend technique in this filter, but has given me a few ideas to try out on an upgrade to this filter. |
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Posted: July 22, 2010 1:12 pm | ||||||||
dazza101 | ||||||||
Posted: July 22, 2010 3:12 pm | ||||||||
dazza101 | ||||||||
Posted: July 22, 2010 3:13 pm | ||||||||
dazza101 | ||||||||
Posted: July 22, 2010 3:14 pm | ||||||||
dazza101 | ||||||||
Posted: July 22, 2010 3:14 pm | ||||||||
dazza101 | ||||||||
Posted: July 22, 2010 3:15 pm | ||||||||
infiniview
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Very cool. Please submit.
![]() at least 90 percent of all sensation is texture, even beyond the visual, with elements of noise, tone, gradients, interval and degree.
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Posted: July 22, 2010 3:24 pm | ||||||||
dazza101 | ||||||||
Posted: July 23, 2010 11:13 am |
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