CorvusCroax
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Posted: October 6, 2008 7:35 pm | ||||||||
CorvusCroax
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I thought that spherify by byRo LINK might help, but it doesn't seem to do the trick.
I think that perhaps something with curves needs to happen in the gradient offset map. |
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Posted: October 6, 2008 7:42 pm | ||||||||
CorvusCroax
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Posted: October 6, 2008 10:00 pm | ||||||||
CorvusCroax
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Posted: October 6, 2008 10:00 pm | ||||||||
CorvusCroax
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Posted: October 6, 2008 10:04 pm | ||||||||
CorvusCroax
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Posted: October 6, 2008 10:44 pm | ||||||||
CorvusCroax
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Posted: October 6, 2008 11:11 pm | ||||||||
CorvusCroax
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Posted: October 6, 2008 11:13 pm | ||||||||
CorvusCroax
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Posted: October 6, 2008 11:30 pm | ||||||||
CorvusCroax
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Posted: October 6, 2008 11:34 pm | ||||||||
CorvusCroax
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Posted: October 7, 2008 12:59 am | ||||||||
CorvusCroax
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Posted: October 7, 2008 1:00 am | ||||||||
CorvusCroax
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Posted: October 7, 2008 1:01 am | ||||||||
CorvusCroax
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Posted: October 7, 2008 1:03 am | ||||||||
CorvusCroax
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Posted: October 7, 2008 1:08 am | ||||||||
CorvusCroax
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Posted: October 7, 2008 1:13 am | ||||||||
ThreeDee
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Piece of cake (just kidding!)
After pondering this for a while, it seems that if you can generate an intermediate distortion that looks like this, you could "tilt" it (by offsetting it vertically as shown in the diagram): ![]() (N=North pole, S=South pole, blue line = equator, black line = image area) You would have to have both hemispheres. As to how to get to that point, I would suggest spherizing your texture (i.e. polar coordinates) and distorting it so that the lines at the equator cross it at 90 degree angle as in the diagram. Then you would have to "bulge" it to look like globe. It may not result in "perfect" spherical mapping, but I assume you could get reasonably close. |
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Posted: October 7, 2008 4:34 am | ||||||||
ThreeDee
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So, of course I had to try it -- this one almost works.
![]() If I can get the distortion to match the diagram, it probably will. |
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Posted: October 7, 2008 8:04 am | ||||||||
CorvusCroax
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Dude, you rock!
Seriously, I'm completely impressed.
Almost? (It looks pretty spot-on to me.) Are you using offset or refraction to get the poles to compress? |
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Posted: October 7, 2008 10:56 am | ||||||||
ThreeDee
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It isn't geometrically correct nor perfect, but it looks pretty good now.
![]() You can see how much I had to bloat it to make it look like a sphere by looking at the size difference of the squares at the equator in the first and the last render. And no, it certainly wasn't too easy to do. There shall be snippets. |
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Posted: October 7, 2008 10:59 am | ||||||||
ThreeDee
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Thanks, Corvus! It was a challenge and a half.
That version has serious problems if you look at the first and the last render closely -- the lines at the edges go completely weird. I had difficulty making my intermediate distortion match the diagrammatic idea.
I used Spherize/Unspherize UberEdition to make two polar maps one on top of the other for north and south hemispheres kinda like I show in the diagram. It was a real bitch to make the next step work and match the meridians up correctly. It's all done by offsets. There's about 15 separate offset steps in the filter now! |
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Posted: October 7, 2008 11:14 am | ||||||||
ThreeDee
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Maybe "3D" planets with those nebulae aren't such a far-fetched idea...
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Posted: October 7, 2008 11:24 am | ||||||||
StevieJ
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+2 I'm soaking this up like a sponge in a desert.....this is really good stuff!!!
![]() Steve
"Buzzards gotta eat...same as worms..." - Clint :) |
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Posted: October 7, 2008 12:44 pm | ||||||||
Crapadilla
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Exciting times!
![]() --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: October 7, 2008 2:02 pm | ||||||||
StevieJ
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That's for sure.....where's your popcorn smilie???
![]() ![]() Steve
"Buzzards gotta eat...same as worms..." - Clint :) |
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Posted: October 7, 2008 2:17 pm | ||||||||
Crapadilla
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Oh, I thought that devil was more fitting to the occasion!
![]() --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: October 7, 2008 2:36 pm | ||||||||
ThreeDee
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Speaking of the devil, them filters are submitted now.
![]() ![]() ![]() ![]() ![]() |
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Posted: October 7, 2008 3:55 pm | ||||||||
CorvusCroax
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That's awesome. I can't believe you figured that out so fast, ThreeDee. (I think my brain is still in a knot from trying the stuff I did.) How the @#$% do you figure this stuff out?
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Posted: October 7, 2008 11:36 pm | ||||||||
CorvusCroax
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btw: have you ever thought of writing an 'Understanding Offset' page / tutorial over at 'dilla's dos and don't Wiki?
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Posted: October 7, 2008 11:38 pm | ||||||||
ThreeDee
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I like these "is this even possible in FF?" challenges. In this case it must have something to do with geometry being one of my favorite subjects and my fascination with different mapping systems ("Mapping" as in world atlas). I first tried to figure out if there is a way to simply rotate a texture spherically but I couldn't do it, so next I asked myself what is halfway between where I'm starting from and where I want to get to. The primary problem seemed to be the poles and the tilting on X-axis, so I got the idea of making an intermediate flat map that already has the poles. In a way polar mapping is a combination of cylindrical mapping in three coordinate directions, so somewhere there the solution loomed. In fact, if you had asked me 6 months ago whether this transformation was possible in FF, I would probably have said 'no.'
I was thinking about it. Seemed like quite a bit of work, but perhaps doing it one offset feature at a time it wouldn't sound like too much to undertake. |
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Posted: October 8, 2008 1:49 am | ||||||||
CorvusCroax
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Oh, like a mercator projection....
Doesn't have to be too much work. I think that people (myself included) have a hard time understanding the nuances of how and why offset works. You seem to have an excellent grip on offseting. Ok, since you did that one so easy, how about Goode homolosine projection? ![]() |
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Posted: October 8, 2008 4:13 am | ||||||||
CorvusCroax
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Just kidding!
![]() Ponch says 'You the man!' ![]() |
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Posted: October 8, 2008 4:14 am | ||||||||
Crapadilla
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You'd defininitely be THE person to do it, IMO. It appears you're more intuitively familiar with the Offset component than anyone around here. ![]() --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: October 8, 2008 5:58 am | ||||||||
StevieJ
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I've noticed that.....and PLEASE don't stop!!! ![]()
+2 Definitely..... I'm glued to my computer 24/7 just to see what's next..... ![]() ![]() Steve
"Buzzards gotta eat...same as worms..." - Clint :) |
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Posted: October 8, 2008 12:25 pm | ||||||||
CorvusCroax
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Hey, crazy idea:
Suppose you took this filter and ran it backwards... you could take the cool NASA pics of mars and such, manually align the poles, and convert them to planar maps. You'd only get 1/2 of the planet, but that might be OK. |
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Posted: October 8, 2008 1:21 pm | ||||||||
CorvusCroax
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So, downloaded the filter and started messing around with it. Wow complicated. I noticed that there are a couple strange things going on. (see image)
1) The underlying pattern is actually reflected once across the 'globe'. So, if you look at the test pattern, C1 and C8 are reflecting. 2) At certain angles, for some reason, the hemispheres 'double' and you get the 'north' hemisphere in both the north and the south, mirrored again. I suspect that on both, something is a half a step off, or something. ![]() |
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Posted: October 8, 2008 11:02 pm | ||||||||
CorvusCroax
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Posted: October 8, 2008 11:10 pm | ||||||||
ThreeDee
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Hi Corvus,
I can fix some of those things, but not necessarily all. After all, this is NOT true spherical mapping but a simulation that is trying to look like one. Here's what I could do to fix the tiling, so it isn't mirroring: ![]() Since it is simulated spherical mapping, it tends to look better with repeated pattern. ![]() By the way, in the current version the number of repeats is a bit odd, at Repeat value 2 (as in the above image) you actually get 3 repeats. I probably should fix that as well. Is this how you want to map it (rendered in a 3D program)? ![]() I think I can get it at least somewhat close to that. |
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Posted: October 9, 2008 5:01 am | ||||||||
ThreeDee
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Here's a mod on the Rotatable Sphere Snippet that is closer.
(You'll have to have Seamless Tiling turned on so as to not get mirrored sections.) Rotatable Sphere Snippet 2.ffxml |
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Posted: October 9, 2008 6:17 am | ||||||||
ThreeDee
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Above snippet output looks like this:
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Posted: October 9, 2008 6:51 am | ||||||||
CorvusCroax
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Awesome. Yes, that is exactly what I had in mind. Odd that you have to turn Seamless off to get it to stop mirroring. Would you mind if I used this in a couple of planet filters? |
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Posted: October 9, 2008 11:58 am | ||||||||
CorvusCroax
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BTW ThreeDee; if you wanted help doing an 'understanding offsets' wiki article, I'd be more than happy to help. (I might actually learn something in the process.
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Posted: October 9, 2008 11:59 am | ||||||||
ThreeDee
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Sure, go ahead. Although, while I was doing my little animation test, I noticed there was still something wrong with the tiling, so I'm submitting an updated version of the snippet. (It's attached here in the meanwhile)
If you can start with the basic offset ideas, maybe I'll get into it. I can't promise it though. Rather make filters than write manuals, you know what I mean? Rotatable Sphere Snippet V2.ffxml |
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Posted: October 9, 2008 4:34 pm | ||||||||
SpaceRay
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This is very interesting and useful
Great work and thanks for sharing this filters plus the ones already available in the FF library |
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Posted: August 11, 2012 5:37 am |
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