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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Leather by Constantin Malkov
http://www.filterforge.com/filters/4538.html

--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
I'm gonna have to check this out! smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Looks great, but you won't get an Editor's Pick for this smile:D You're feeding HighPass into Sharpen into Height smile;)

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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
so, what are you saying, vlad, too slow or just redundant?
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Constantin Malkov
3D Artist/Animator
Posts: 186
Filters: 25
Quote
Kraellin wrote:
so, what are you saying, vlad, too slow or just redundant?


Both variants.

I've already sent fixed version.

Thanks to Vladimir!

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Kraellin
Kraellin

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

Craig
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Check out the attached "crapified" version.

I think you could ditch the blur and highpass tree completely and achieve your heightmap with...

*tadaaaaaa*

...just a curve-profiled perlin noise. smile;) smile:D

Leather blatantly crappified.ffxml
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
glad you lightened it up. best leather filter in the library. great texture.

dilla's version is good too. faster without losing anything and adds a touch of depth to the texture.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Constantin Malkov
3D Artist/Animator
Posts: 186
Filters: 25
Quote
Crapadilla wrote:
I think you could ditch the blur and highpass tree completely and achieve your heightmap with...


Thumbs aren't so beauty smile:)

More easy - Direct connection of "Surface Type" SWITCHER and "Surface Color" in RESULT. Very fast version.
But if You'll try HIGH RANDOMIZATION in my (original) version and in this variant -You'll see that original is much more stabilized. One of the reasons why it's as it is.

There are many ways to improve it and I'll try to do it as soon as possible.
I'll do this filter faster with the same or better quality, new controls, surface types and still stabilized in randomization.

Thank You very much, Crapadilla for Your attention and Your advice.

P.S.

A few days ago I had more time to try Your "Sands of Time" filter in work. And it's really good.

How d'u think could it be interesting:


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Constantin Malkov
3D Artist/Animator
Posts: 186
Filters: 25
another

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Constantin Malkov
3D Artist/Animator
Posts: 186
Filters: 25
L2-6

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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
That last sample looks really interesting smile8)
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Constantin Malkov wrote:
Thumbs aren't so beauty


Yup, that's because I didn't adjust them to the new heightmap.

I posted the "crappified" filter to demonstrate that you can get highpass-like effects and various "color"-corrections on a noise by just mapping it with the proper profile curve. Blur and highpass components are very slow and should be avoided on the height tree if possible (because it gets sampled three times).

As for your samples, personally I'd keep this filter plain and simple. You could introduce those patterns in a spin-off filter... smile;)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Crapadilla wrote:
personally I'd keep this filter plain and simple


+1
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