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Foxxee

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Gemstone Ore by capnsparrow
http://www.filterforge.com/filters/4298.html

~Foxxee~

You are more than welcome to use and learn from my FF filters ;)
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Foxxee

Posts: 1505
Filters: 61
I love your Variation 4, Capn!
I can see you working and expanding this one to include other sorts of raw minerals... ??? smile;)
~Foxxee~

You are more than welcome to use and learn from my FF filters ;)
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capnsparrow
CapnSparrow

Posts: 180
Filters: 25
Well thank you Foxxee! smile:)

I'm actually planning to make a large change to this one very shortly. I've been working on an update through the weekend, trying to get this one a little closer to realism. Here's a sample of the newest version:

(partial tile at full scale)


Okicyapo
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Rawn (RawArt)
Texture Artist

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Filters: 105
The gems are looking awesome!
There is something about the rock part though that isnt reading too well as rock. Maybe it is a bit too angular?
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capnsparrow
CapnSparrow

Posts: 180
Filters: 25
Thanks smile:)

I'm still not completely satisfied with the rock either. I'm still experimenting with some ways to get a better result, but it is difficult to avoid destroying the basic form or losing depth. I am making some progress though. smile:-p

(A note on the gems: I am likely going to include a 2nd color control on them, as they currently use a gradient with black, and this makes it difficult to achieve some colors such as a good, clean orange. Besides... adding the 2nd color control would allow for some strange results too... and I'm always fond of the weird stuff. smile:D )
Okicyapo
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Foxxee

Posts: 1505
Filters: 61
I really think you caught the raw beauty of untouched gems in this sample above, Capn... very convincing for me smile;)

Maybe a google or wiki search to find some images of the sort of rock material you might find these sorts of gems hiding in would help? I haven't found any myself (tried to look under 'raw gems' and 'mining gems' but found nothing yet. And I like your idea for the extra color control for them too, just don't loose that depth you've achieved with your black gradient smile:D
~Foxxee~

You are more than welcome to use and learn from my FF filters ;)
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capnsparrow
CapnSparrow

Posts: 180
Filters: 25
Thanks again Foxxee smile:)

I think I am almost there with this one. It has turned out to be a lot more work than anticipated. smile:-p

As for losing anything... I have made that mistake before. I saved a completely different filter over the top of one I was building it from. smile:cry: Ever since then, I always have at least two versions of every filter. I never make changes directly to the current version, until I have made them to the "beta" version. (I even attach the word 'beta' to the name of the first version of each one, just so I know which is which... and sometimes I have 'beta' 1, 2, 3, 4, etc..) Obsessive? Haha... probably... but it's not going to happen to me again. smile;)
Okicyapo
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Foxxee

Posts: 1505
Filters: 61
Quote
capnsparrow wrote:
I saved a completely different filter over the top of one I was building it from. Crying


Ouch... I'm still recovering from doing that more than once! smile:(

Quote
capnsparrow wrote:
sometimes I have 'beta' 1, 2, 3, 4, etc.


Me too, but it took me a little longer than you I think to learn my lesson smile:-p

BTW, have you checked out any of the other rock filters for the actual rock gems could be embedded in? I liked one by PogS at http://www.filterforge.com/filters/3104.html
That one makes me think of something you'd see in very deep ore mines, where I hear a lot of gems are sometimes hidden in or around. But I still like your raw gem effect, it will be nice for gamers to have more than just plain rock for texturing with smile:D
~Foxxee~

You are more than welcome to use and learn from my FF filters ;)
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ahimsa

Posts: 3163
Filters: 41
The gems are looking better. smile:)
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capnsparrow
CapnSparrow

Posts: 180
Filters: 25
Well... I found a lot of photos of the real thing by looking up 'lapidary supplies' on google. There are a host of sites which sell unprocessed pieces with various precious and semi-precious stones.

I soon realized something I should have known from the beginning however: each type of gemstone is found in a specific type of host stone, as gems are nothing more than a crystalline version of the host stone in most cases. Sometimes the host will be a mix of minerals, but one of them is usually a 'parent' mineral to the gems. (For instance: Rubies are a form of Corrundum, and strangely enough... so are Sapphires.)

Anyway... just wanted to thank everyone for so much input on this one! smile:)
Okicyapo
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capnsparrow
CapnSparrow

Posts: 180
Filters: 25
Well... here's a sample from yet another version. I was fairly happy with the texture of the rock itself, but once again, it has cost a lot. Namely: the render times for this version are in keeping with the subject matter, as they border on a geological scale. smile:-p

(partial tile at full scale):


I think I am going to go with the second version, with the addition of the second color control, as I still find it preferable to the original version. I will continue to work with this one, but at least I will have a better version in the library in the meantime. smile;)
Okicyapo
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Wow!!! That last sample pic is totally awesome!!! smile:) smile:) smile:)
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Foxxee

Posts: 1505
Filters: 61
Quote
StevieJ wrote:
totally awesome!!!


I agree, Steve!!!
Capn, this is such a great filter addition to all our rock and stone filters... it's just genius as far as I'm concerned. You could make so many follow-up versions for different kinds of minerals too... wow, what a fun filter smile:D


~Foxxee~

You are more than welcome to use and learn from my FF filters ;)
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capnsparrow
CapnSparrow

Posts: 180
Filters: 25
smile:blush: Thanks so much for all the kind words. smile:)

I submitted the update a few minutes ago. I also included 6 additional new presets, to show a little of the possibilities with the added color control.

Here are just a couple of samples (Note: these are not anti-aliased):

(A better orange, using a dark brown in place of the black):


(A light blue, using white in place of the black):


I'm actually rather glad to finally be done with this update. I've been working on this filter for almost 6 days, and now I can go back to the other zillion I have in various stages of completion. smile:-p
Okicyapo
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
I think you REALLY have something with this sample pic!!! I would suggest keeping the crystals like this and work on different types of stone foundatations.....maybe take a look at Kraellin's "Stone Wall" filter for ideas.....

I agree with Foxxee, you could branch this into all different types of crystals and minerals with different stone foundations.....

I have to say that this is one of the coolest things I've seen here lately!!! smile:)

Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Foxxee

Posts: 1505
Filters: 61
Quote
capnsparrow wrote:
(A light blue, using white in place of the black):


What a great new texture filter... especially like this one Capn!!!


~Foxxee~

You are more than welcome to use and learn from my FF filters ;)
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capnsparrow
CapnSparrow

Posts: 180
Filters: 25
Many thanks again, Steve and Foxxee. smile:)

Just wanted to add one more sample here. I did a render with that last one on a cube primitive, and got this:



Then, I thought of something. I went back and applied the same preset, but this time I dropped the lightness for the host rock to zero, and rendered a diffuse map, which I then used as an 'emisssion map' on the same cube, which gave me this:



It isn't a big change, but it allows the crystals to be more visible in darker areas, which could be interesting in something like a game environment. I also considered using it as a transparency map, but would need to invert the black area to white. With a transparency map, you could even place objects behind the crystal areas, or add a light source behind them to throw colored light into the surroundings. I'm sure I will be playing with this for awhile. smile:-p
Okicyapo
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Foxxee

Posts: 1505
Filters: 61
Very nice, this last pic is much better!
And with a bump map you should have something looking very bumpy and touchable smile:D
~Foxxee~

You are more than welcome to use and learn from my FF filters ;)
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Rawn (RawArt)
Texture Artist

Posts: 812
Filters: 105
Looks very good now. I really like this one.
Try plugging you bump map into a displacement channel for your cube, it might give a really interesting look.

Rawn
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capnsparrow
CapnSparrow

Posts: 180
Filters: 25
Thanks smile:)

Quote
Rawn (RawArt) wrote:
a displacement channel


I would love to be able to do that, but I don't currently have a 3D package which supports displacement channels. The closest I could come would be to use the bump map in Bryce, as a height field for a terrain object. (Although... I suppose I could create 3 'symmetrical lattice' objects, and position them to look like a cube... Might have to try that... smile;) )


Okicyapo
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Rawn (RawArt)
Texture Artist

Posts: 812
Filters: 105
I have Bryce6....but never played with it smile:( (the sale price was too good to resist).
I didnt know that it couldnt displace. That is surprising.
Oh well, i have cararra now (another price i could not resist), so I doubt I will ever see bryce working LOL

Rawn
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capnsparrow
CapnSparrow

Posts: 180
Filters: 25
Well... even though I said I was done with this one, I ended up playing with it a bit more. I'm undecided about whether to change it further, but here is one last version:



Not really sure if there is enough difference to make it worth updating. smile:-p
Okicyapo
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ahimsa

Posts: 3163
Filters: 41
I really like how the red ones look. smile:)

I'm wondering if there is some other way to get the bump maps to work better in Bryce on this.
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capnsparrow
CapnSparrow

Posts: 180
Filters: 25
Quote
ahimsa wrote:
I'm wondering if there is some other way to get the bump maps to work better in Bryce on this.


Well... I had been thinking of a way to do this, and your post just made me go ahead and try it. smile;)

If you create one of the 'symmetrical lattice' objects, and use the bump map as the height information, you will get a really exaggerated version. All you need to do then, is adjust the overall height down to about 5% of where it starts.

Then you just flip that object on its side, and use the diffuse map (or, as I did, the fully rendered map) as the diffuse and ambient textures. (I also used the specularity map, so the crystal areas would keep their nice shine.)

Then I just made two copies of that, and positioned them to tile the whole thing into a wall. Here's the result:



In this way, you can almost fake the way a displacement map is used. (It is really just a 'height field' mesh... like a terrain... but it definitely gives more depth to the result. smile:)

(One other note: I disabled the sky and sunlight, and used an area light instead. Sometimes I'm not keen on the effects of the sky on my objects, and in this case, I imagined this texture being in a cave or something underground, where reflections of clouds would look a bit out of place. smile:-p )

Hope this helps out in some way! smile:)
Okicyapo
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