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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
Landform Plus Heightmap by David Roberson
http://www.filterforge.com/filters/14435.html

"Art is quite useless." Oscar Wilde
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
Nice! smile:D I like this very much. smile:)
"Art is quite useless." Oscar Wilde
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Kraellin
Kraellin

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

Craig
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David Roberson
Artist
Posts: 404
Filters: 36
Thanks, DJI and Kraellin!
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Rod Sawatsky
Posts: 2
i would sure love to know how to extract a displacement map (height) from this filter....it looks fantastic but there are no texture maps (channels) available to export and i don't know how to reverse engineer it to extract one. any clues?
Rod J Sawatsky
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Rod Sawatsky
Posts: 2
or perhaps the author could create a version that includes all the texture maps for export? please? and thank you.
Rod J Sawatsky
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David Roberson
Artist
Posts: 404
Filters: 36
I'll see if I can get this to work using the Surface filter type. I remember it being too dark, but I think that was mostly due to my lighting settings at the time. For now, you can get the height manually by ticking the Diffuse or Heightmap box, and rendering the height map output.
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David Roberson
Artist
Posts: 404
Filters: 36
Okay, having looked at the node network, I remember why I did not use the Surface filter type. For whatever reason, the Ambient and Reflective Occlusion come out VERY dark. I have to find out how to get control over that part of the output.

Tips are welcome, if you happen to know a good approach to controlling the lighting output (it does not seem obvious to me in the Result node.)
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emme
Posts: 718
Filters: 8
Here is the original filter using the built-in lighting model.

Landform_surf.ffxml
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David Roberson
Artist
Posts: 404
Filters: 36
Well, a bit of pushing and poking was enough to figure out where my lighting and occlusion problems were residing. A few experiments after that, and I had a new working version that output nice maps through the Surface filter type. A more extreme heightmap was needed to make the texture work, so I am submitting a new version to preserve the current (now former) version for those who prefer the subtler heightmap.

If approved, the Surfaces version will produce the usual set of maps in the usual way...
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David Roberson
Artist
Posts: 404
Filters: 36
Quote
Here is the original filter using the built-in lighting model.

Landform_surf.ffxml


I don't recall seeing that version available in the Online Library, Emme. Obviously, I love the original! If I save out the ffxml file, where to I put it to have it show up in my filter list?

...and it turns out I can't open it, anyway. I get a message saying I need to upgrade from 6.0 to use it. Sigh.
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emme
Posts: 718
Filters: 8
It's not in the online library, no. The heightmap is really simple, so i don't think there's much use for it outside this filter. I made another version with the erosion map mixed into the height and tried using that as a displacement map in blender, with poor results. Anyways, keep experimenting and I'm sure you'll get some nice results. smile:)
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David Roberson
Artist
Posts: 404
Filters: 36
Thanks, emme! I know what you mean about the poor results fr om the erosion map! Sadly, true procedural erosion is probably too complicated for Filter Forge. I use World Machine when I need good erosion, but I'm trying to find a nice method for planet scale mapping where I can get erosion and spherical mapping in one app.
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