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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Posted: September 10, 2007 3:11 am | ||||||
Foxxee
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I love your Variation 4, Capn!
I can see you working and expanding this one to include other sorts of raw minerals... ??? ![]() ~Foxxee~
You are more than welcome to use and learn from my FF filters ;) |
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Posted: September 10, 2007 3:12 am | ||||||
capnsparrow
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Well thank you Foxxee!
![]() 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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Posted: September 10, 2007 8:04 am | ||||||
Rawn (RawArt)
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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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Posted: September 10, 2007 8:43 am | ||||||
capnsparrow
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Thanks
![]() 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. ![]() (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. ![]() Okicyapo |
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Posted: September 10, 2007 12:40 pm | ||||||
Foxxee
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I really think you caught the raw beauty of untouched gems in this sample above, Capn... very convincing for me
![]() 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 ![]() ~Foxxee~
You are more than welcome to use and learn from my FF filters ;) |
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Posted: September 10, 2007 4:33 pm | ||||||
capnsparrow
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Thanks again Foxxee
![]() I think I am almost there with this one. It has turned out to be a lot more work than anticipated. ![]() 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. ![]() ![]() Okicyapo |
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Posted: September 10, 2007 9:54 pm | ||||||
Foxxee
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Ouch... I'm still recovering from doing that more than once! ![]()
Me too, but it took me a little longer than you I think to learn my lesson ![]() 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 ![]() ~Foxxee~
You are more than welcome to use and learn from my FF filters ;) |
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Posted: September 11, 2007 12:25 am | ||||||
ahimsa
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The gems are looking better.
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Posted: September 11, 2007 12:34 am | ||||||
capnsparrow
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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! ![]() Okicyapo |
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Posted: September 11, 2007 8:12 am | ||||||
capnsparrow
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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.
![]() (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. ![]() Okicyapo |
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Posted: September 11, 2007 10:14 pm | ||||||
StevieJ
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Wow!!! That last sample pic is totally awesome!!!
![]() ![]() ![]() Steve
"Buzzards gotta eat...same as worms..." - Clint :) |
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Posted: September 11, 2007 10:34 pm | ||||||
Foxxee
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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 ![]() ![]() ~Foxxee~
You are more than welcome to use and learn from my FF filters ;) |
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Posted: September 11, 2007 11:09 pm | ||||||
capnsparrow
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![]() ![]() 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. ![]() Okicyapo |
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Posted: September 12, 2007 12:40 pm | ||||||
StevieJ
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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!!! ![]() ![]() Steve
"Buzzards gotta eat...same as worms..." - Clint :) |
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Posted: September 12, 2007 1:12 pm | ||||||
Foxxee
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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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Posted: September 12, 2007 8:19 pm | ||||||
capnsparrow
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Many thanks again, Steve and Foxxee.
![]() 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. ![]() Okicyapo |
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Posted: September 12, 2007 11:06 pm | ||||||
Foxxee
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Very nice, this last pic is much better!
And with a bump map you should have something looking very bumpy and touchable ![]() ~Foxxee~
You are more than welcome to use and learn from my FF filters ;) |
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Posted: September 13, 2007 1:52 am | ||||||
Rawn (RawArt)
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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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Posted: September 13, 2007 7:57 am | ||||||
capnsparrow
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Thanks
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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... ![]() Okicyapo |
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Posted: September 13, 2007 9:26 am | ||||||
Rawn (RawArt)
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I have Bryce6....but never played with it
![]() 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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Posted: September 13, 2007 9:38 am | ||||||
capnsparrow
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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. ![]() Okicyapo |
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Posted: September 14, 2007 12:49 pm | ||||||
ahimsa
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I really like how the red ones look.
![]() 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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Posted: September 14, 2007 5:32 pm | ||||||
capnsparrow
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Well... I had been thinking of a way to do this, and your post just made me go ahead and try it. ![]() 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. ![]() (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. ![]() Hope this helps out in some way! ![]() Okicyapo |
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Posted: September 14, 2007 8:38 pm |
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