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Sjeiti
sock puppet

Posts: 722
Filters: 71
Planetary Noise Snippet V1 by ThreeDee
http://www.filterforge.com/filters/5310.html

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Sjeiti
sock puppet

Posts: 722
Filters: 71
Very cool!
Almost what I've been looking for. Too bad 2x1 is not seamless.
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
It is made for 2x1 proportions. Does your 3D program require it to be those dimensions? If so, you can stretch (or squish) it to those proportions if need be, the features are still going to be proportionate to a 2x1 wrapped sphere...
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Kraellin
Kraellin

Posts: 12749
Filters: 99
someone care to explain the purpose of this one?
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Mousewrites
Not life size.

Posts: 192
Filters: 20
If you wrap this on a sphere, Craig, the noise will appear the same size throughout. It's distorted at the top and bottom to make up for the distortions in size you get at the top and bottom of the sphere (the poles).

Think of it as the opposite of one of those global projection maps that make it look like Greenland is bigger than most of America. It's distorted in the same way.
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jffe
Posts: 2869
Filters: 90
Quote
Mousewrites wrote:
If you wrap this on a sphere, Craig, the noise will appear the same size throughout. It's distorted at the top and bottom to make up for the distortions in size you get at the top and bottom of the sphere (the poles).


----Err, like spherical HDRI mapping ?

jffe
Filter Forger
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Nothing to do with HDRI (high dynamic range image).

It's for making texture maps for planets and other spherical objects without seams and minimum distortion. Alright, I'll render a sample so you get the idea.
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112


Okay, here you can see what it does (as Mousewrites explained):

On the left you see the result from mapping (or wrapping) a regular noise texture on a sphere; you get distortion at the poles (as well as equator) and a seam. The seam you can get rid of in FF by making a seamless texture, but the distortions remain.

To the right, planetary noise wrapped onto a sphere.
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jffe
Posts: 2869
Filters: 90
Quote
ThreeDee wrote:
Nothing to do with HDRI (high dynamic range image).


----Hmm. O.k., but theoretically, couldn't you just swap out the Perlin Noie or whatever, and put an image input, and use it to to do spherical mappings for HDRI lighting type stuff, like the 7 environments that are included with FF ?

jffe
Filter Forger
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Kraellin
Kraellin

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

Craig
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
jffe wrote:
----Hmm. O.k., but theoretically, couldn't you just swap out the Perlin Noie or whatever, and put an image input, and use it to to do spherical mappings for HDRI lighting type stuff, like the 7 environments that are included with FF ?


Oh I see what you mean -- yes, the HDRI environments use the same type of mapping. So yes, you could do what you say here, replace the noise with an image and use the resulting image as a seamless environment map -- which wouldn't necessarily look like a real environment unless you shot it with a fish-eye lens. But you could definitely do good, seamless environment maps for reflecting all sorts of things. Good idea!
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jffe
Posts: 2869
Filters: 90
Quote
ThreeDee wrote:
yes, you could do what you say here, replace the noise with an image and use the resulting image as a seamless environment map -- which wouldn't necessarily look like a real environment unless you shot it with a fish-eye lens. But you could definitely do good, seamless environment maps for reflecting all sorts of things. Good idea!


----So umm, will ya make me a proper convert-any-picture-to-fisheye-lense filter then ? smile:D I actually tried before, but I'm better at patterns and randomess than I am at the technical/useful stuff ha-ha.

jffe
Filter Forger
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Hey ThreeDee, you should be able to increase the performance of this filter somewhat if you use my optimized version of the polar to rectangular mapping.

http://www.filterforge.com/filters/1762.html
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