YOUR ACCOUNT

Login or Register to post new topics or replies
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
On the Dots patterns filters already available in the library and in the forum all have the SAME size and do not have variable sizes and different dots patterns

I have seen this one here



And I wonder if it would be possible in some way to make this

NOT OVERLAPPING DOTS AND VERY TIGHT ARRANGED AS SHOWN IN THE EXAMPLE

In bomber you can have different sized dots BUT they are all straight lined and if you try to mix them there is the overlapping problem, and what I want is that none of the dots overlaps as shown in the example

And also that there is no spacing between the dots and all are tightly joined together
  Details E-Mail
uberzev
not lyftzev

Posts: 1890
Filters: 36
Would need to be a custom script...
http://paulbourke.net/texture_colour/randomtile/
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Ooo we need an iterator for something like this. We tried the bomber in the past if you recall. Basically we fed the previous output the chance param of another bomber. This becomes inefficient after xnum of bombers. But it worked to its degree.

But honestly the bomber method wasn't that great in the end.
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Thanks, I knew it was not going to be easy smile;) smile:D

I have not seen any filter that have any kind of variable dots and is NOT overlapping the results so I thought this would a problem to make in a simple way.

Quote
uberzev wrote:

Would need to be a custom script...


OH, I see that is probably needed to make it better this way, but I can´t script so it will not be possible I can make this

Thanks very much for great link!!! Like very much the examples shown on that web page. It would be really great if in FF could be done the things shown on that page.



Good circles tiling and filling and also on the triangles below



And also like the straight ones that are not normal either



And amazing if you can make something like this below





Very god how the filling follows all the donut shape
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
If anyone knows how to make this and make the script to be able to make this kind of things in FF it would be really great and much appreciated.

Thanks very much
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I have seen that on internet there is much information about this "Random space filling tiling" and is a much desired thing and there are tutorial how to make it BUT all are very technical and complex and only for programmers and the ones who can script and know well what they are doing and not for simple nerd mortals smile:(

I will make a short list of what I have found
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Hey look pseudo code by Paul Bourke
Quote

Code
choose value of c
calculate initial area from Riemann zeta relationship
initiate random number generator
repeat for i=0 to some chosen number of iterations n
   area of new object = initial area multiplied by pow(i,-c)
   calculate the dimensions of the new object given the area of the new object
   repeat
      choose a random position in the region of the plane being filled
      check for intersection of the new object at this position with all other objects
      if the new object does not intersect exit the repeat loop
   end repeat
   add the new new object to the plane
end repeat


Not hard yeah? This is helpful though.
  Details E-Mail
Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Would love to see it if someone could write a script for that. smile:-)
Apart from pretty effects like the ones Ray posted, it could be also useful for less exciting stuff like walls made from irregular sized bricks and stuff like that.I´ve tried bombers but it didn´t work so well.
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase wrote:
Hey look pseudo code by Paul Bourke

Not hard yeah? This is helpful though.


Well this could be not hard FOR YOU smile:D that have enough experience and skills to know how to use it and know how to script and what to do to make this work.

Thanks for your code suggestion, but I would never know how to implement this inside FF making a script.

Quote
Sharandra wrote:
Would love to see it if someone could write a script for that.

Apart from pretty effects like the ones Ray posted, it could be also useful for less exciting stuff like walls made from irregular sized bricks and stuff like


YES, I would love too that some expert would be able to write a script in FF that would be able to make this kind of Non Overlapping Random Space Filling and Tiling.

Now that you say it, is true that this could be used for many other things and have more uses, thanks for your suggestions
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Compilation of Random Space Filling Tiling articles for FF Filters

The main and very useful and great link given by uberzev

Random space filling tiling of the plane

all the above examples shown comes from this website
____________________________________________________

Paul Bourke's "tiling of the plane" work was inspired by John Shier, a computer artist who integrates random numbers in his creations.

http://john-art.com/



On page 5 of his Gallery you can find lots of examples showing Random Space Filling

Gallery 5 examples

________________________________________________________

AND is also very interesting this 10 Page article made in PDF from Paul Bourke and Jhon Shier explaining all this topic of Random Space Filling

Filling Space with Random Fractal Non-Overlapping Simple Shapes

  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
*psst spaceray did you know StudioArtist can do this too? smile:p* just sayin.
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Fr om the Processing Software website

Space Filling Algorithm

This has two interesting links to BOX FITTING APPLET

A region of space is filled through exhaustive placement of slowly expanding boxes

What is very interesting is that this is an working applet wh ere you can make your own BOX FITTING designs online!
Do not miss the opportunity to try it yourself

Although the only bad thing is that limited to a size of 1000 x 1000 pixels



and with gradient colors


_____________________________________________________________
PACKING ALGORITHM

Another name for Space Filling can be Packing Algorithm

Packing Algorithm

  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase wrote:

*psst spaceray did you know StudioArtist can do this too?


YES ??? Really ? This is excellent news.

Please, can you tell me, HOW can Studio Artist do this ???? smile:?: smile:?: smile:?:

Which of presets or options allows you to make this ? smile:?:

I have installed Studio Artist Trial and have not seen it as it has too many different options and presets and possible ways to make designs and the preview are very tiny and small to see really what they do and the result you will get
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
One does not simply walk into Studio Artist. smile;)

Well, I don't want this thread to become a studio artist thread so email me and I'll explain how things can happen.
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
One does not simply walk into Studio Artist.


I agree with you, I have been only about 3 hours using Studio Artist, and for a complete beginner using this program is possibly a mess, and wrong way to approach a very well done software like this, as this is not like a "normal home paint" program, this is more oriented to professional like and programmers that like to make their own things

Also apart of the 3 hours, I have been also looking in the forums and some videos and more information around the internet about this program.

I have seen that the customer service is very good and great, and even the CEO owner contacted me after two of the customer service sent me an answer to only 2 questions I made.

Quote
Well, I don't want this thread to become a studio artist thread so email me and I'll explain how things can happen.


OK, thanks very much, I will do it.
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I found in google another forum with a similar question like this

Random distribution of objects in space, with no overlap

There is 9 pages of posts

And also this one

Fill a space with non-overlapping objects?
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I mean in terms of resource the best one so far is Paul Bourke. He just shows you how to do it in objective C. But I mean if you're comfortable with programming a bit there's the option of using Processing. The last 2 links weren't very resourceful by the way.

I mean if anything the point becomes clear that we're trying to do something extremely specialized stuff here. So it starts becoming more about programming it (which is the fast way) and digging for programs that can do it becomes the hard part. Because usually it becomes part-function of another larger program. (Although I'll guarantee you that StudioArtist will be able to do a good 60% of the things you've listed in the past.) The program's much more "programmable" than anything I ever used.
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I think that the best way would be that FF Inc. could make an upgrade in the Bomber component with an option that allow to use a "NON OVERLAPPING" option so you could use the bomber to make the same as now BUT with the great difference that the particles would fit inside the available space and not overlap into each other.
  Details E-Mail
ThreeDee
Lost in Space

Posts: 1672
Filters: 112
I really wanna try and do this, but first I'm waiting to see if V4 beta is going to make it easier.
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
ThreeDee

I really wanna try and do this, but first I'm waiting to see if V4 beta is going to make it easier.


Thanks really very much for trying to make this, and your wait is over, as the first F 4.0 beta is already available.

I think that this thing would be really useful and interesting to have
  Details E-Mail
ThreeDee
Lost in Space

Posts: 1672
Filters: 112
One step in this direction...

Here I have two sets of random circles. The first set is white. The smaller second set (green and blue) is modified in three ways:

1) If there is no overlap with white circles, don't do anything (green circles)
2) If there is partial overlap with white circles, reduce the size of the circle until there is no overlap (blue circles)
3) If there is full overlap with white circles, remove the circles (removed)

No scripting, all component-based.

Unfortunately it doesn't work in every instance, but that may be because I used offsets, not bombers, so I will try that next.

  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
WOW!! Good idea and good beginning. Although this would be a good way, I think that "perhaps" (probably not) would be easier and better with bombers, as you will need LOTS of circles.

Thanks very much for trying it
  Details E-Mail
Morgantao
Can't script

Posts: 2185
Filters: 20
Would love to see how you made it with no script. Although I suspect I wouldn't understand anything smile;)
  Details E-Mail
ThreeDee
Lost in Space

Posts: 1672
Filters: 112
This is just experimentation. It may turn out that it gets too complex to add more particles. As you can see, the first set of particles are all the same size, so it is easier to "calculate" how much overlap there is with the second set. As the second set is varying sizes, it may become highly convoluted. But we'll see. I'll try the Bomber version now.
  Details E-Mail
ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Four sets of bombers with the incredible overlap-avoiding particle-shrinking formula.

There are some issues, the first one being that since the number of particles is divisible by two (4,6,8,10), you get an empty cross-shaped area where no particles fall.

The other one is that the particles for each set start at the same size, so you get too many similar-sized particles (especially the largest ones, which don't get shrunk down at all).

The good news is that it works consistently with the Bomber method. And that the other issues can be dealt with.

  Details E-Mail
ThreeDee
Lost in Space

Posts: 1672
Filters: 112
My final attempt without scripts: 5 sets of bombers, 18 minute render time, ridiculously complex method, and still too much empty space.

Well, I guess better to have tried and come close than never to have tried at all.

I can safely conclude this is better done with a single script component than with my 143-component (no joke) monster.

  Details E-Mail
ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Moving my attempts over to the Scripting section thread.
  Details E-Mail
Morgantao
Can't script

Posts: 2185
Filters: 20
I guess a script or an itterator is the only practical way to go.
Still, I would love to see the logic part that checks the overlap and shrinks the shape till there's no overlap.
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Very good attempts you have made but as you say doing it this way is NOT the way to go as it would be too complex and too slow, although very good that you have tried it.

Quote
Skybase worte:

*psst spaceray did you know StudioArtist can do this too? * just sayin.


Do you mean something like this shown here below for SA?

Building an Apollonian Gasket using MSG

Although in my trial version there is no MSG advanced editor smile:( , only MSG Generic

Or this Vectorizer Close Packed Circles

I have tried this and works but in very low resolution and can´t really see it well, as it is the trial, and I can´t afford to buy it althouh I would love to.

If it is not like this I will email you.
  Details E-Mail
ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
Morgantao wrote: Still, I would love to see the logic part that checks the overlap and shrinks the shape till there's no overlap.

It is very convoluted. I don't know if it can be figured out from the construction of the filter, but here you go. It is so unautomatic that you can't even change the repeat amounts of the different bombers without creating overlaps or larger gaps (unless you change the Tone curves for each set).

Non-overlapping particles.ffxml
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
What happened to this?

Is there any kind of progress and have you ThreeDee or anyother found a way or figured it out how to make this?
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Bump. what happened? smile:D
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Is ThreeDee missing again? The last message is from 26 October, one month ago.

I am still wanting to find a way to make this in Filter Forge OR with any other software or custom program or whatever way you may know.

I could use Photoshop or Illustrator in Windows 7 (if there could be possibly any plugin or addon)
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
The ThreeDee filter project shown above continues here in this other dedicated thread seen here --> Pattern Filling (or circle packing) and he has shown the great examples made by Quasimondo's artworks with this technique

Also there are more threads related to this:

Make this in FF? - Digital Circlism - Artwork with hundreds of circles

And this other one --> Compilation of Random Space Filling Tiling articles for FF Filters
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
WOW!! I have discovered something very interesting about this that I did not notice before smile:blush: smile:blush:

I have written above:

Quote
This has two interesting links to BOX FITTING APPLET



Well, if you go to the applet, and open the one that puts "middle" you will see below that is already given the source code for making this box fitting images AND the program that is used to create this and is Processing, and I have already downloaded and installed the free Processing program and downloaded this source code AND IT WORKS !!! smile:) smile:) Although as I do not know nothing about programming I can´t change the settings smile:( but I can change the resolution and also it seems that there is a possible way to save this in higher resolutions (this is not included in the code)

VERY IMPORTANT FOR MAKING IT WORK

If you download the source code and load it inside Processing software it will tell you that this code needs to be updated, and will not work, BUT the fix is very easy, just change the framerate word for the frameRate word (change the R to uppercase) and now it will work.

Also if it uses a image or color source image you need to change the link in the code to put your own image source from a link in internet or put the image you want inside the processing folder so it can find it

-----------------------------------------------------------------

I am now tempted and perhaps interested in learning more about the Processing language and see how it works and how can be customized this source code to get good effects.

specially for working with the IMAGE SOURCE BASED version of this box fitting packing that is found

Here I have done and example linking the code with the FF Lifesaver image and changing the resolution (there is two places that needs to be changed for this to work) and I got this here below

  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
And here I have used the link of the FF website of the Kingfisher

By the way, the link in the source code must be full inside and between the quotes ""



What I can´t change and do not know for now is how to change the boxes sizes that are generated and now they appear randomly and with the size that they want or according to the instructions in the source code and do not know how to change them and be able to configure the size of them.

  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
After having used the Particles, Physics, and Dynamics of Cinema 4D software (only the trial as I can´t buy it) and now having used the free available Unity 3D software that has also very similar physics, dynamics and particles, where you can easily define the collision detection so the is NO overlapping between them, and you can apply a force so they are tightly arranged in the minimum space available, I have though that all the above examples could be done using the Unity 3D software to get this effect

As it seems is very difficult and is not yet know if really could be possible or not to make inside FF, and as I can´t use Processing graphics software programming language to make this, and also do not know how to make it by programming in other software, or also as alternative use the programming of the Studio Artist 4.0 software, I think I could try to get it with Unity 3D and even easier using some of the additional available assets for Unity to help in this topic.

All this comes because I have just found an image that has been done with the Chipmunk Physics software that is for making this kind also, so if this can be done with this Chipmunk software, I think it will be possible to make it with Unity 3D too.

Here is the image example

  Details E-Mail
Yuya
2D/3D Generalist

Posts: 4025
Filters: 76
Exactly what I was talking about ages ago. I said use a physics engine. You really don't need external ones, absolutely no need for Chipmunk Physics I don't think, default might do nice.
  Details E-Mail
EAdams

Posts: 447
I downloaded the Box Fitting Photoshop plugin years ago from the Richard Rosenman website - I always loved the effect it produced. It looks like the same effect you are talking about.
  Details E-Mail
Yuya
2D/3D Generalist

Posts: 4025
Filters: 76
Richard Rosenman's work with plugins have always been phenomenal in terms of experimentation. But they haven't deserved the love over the last couple years. The plugins are probably 32bit still and not updated. They probably work regardless.

--- on a fun note ---

Just something I did in StudioArtist.

  Details E-Mail
ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Ok, well, there's an idea for a simpler version of scripted circle packing, which your mention of a physics engine somehow gave birth to: instead of just making the new circle the largest it can be in a certain spot, find the closest three circles and center the new circle between them. Might need to re-check that the same three circles are still the nearest after moving, but otherwise should work quite nicely.
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
ThreeDee, Would be possible some kind of "physics" in 2D with LUA that could work in filter forge?
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I have just noticed and seen that the last news from this main topic was at the end of 2012, 2 years ago!!

Maybe Vladimir Golovin or anyone from the FF developers team could have some possible idea to make this available in FF 5.0

As said it would be really great and awesome if there could be some way to make NON OVERLAPPING textures and creations as it happens with the 3D software that you can use dynamics physics to make objects that they do not overlap each other

It would be really great if the bomber (or maybe an additional component) could make that the generated particles would NOT overlap in the result
  Details E-Mail
LexArt
LexArt

Posts: 256
Great and very interesting thread, would be very good that FF could have non-overlapping particles option

Thanks very much to all who have contributed to make this thread
  Details E-Mail

Join Our Community!

Filter Forge has a thriving, vibrant, knowledgeable user community. Feel free to join us and have fun!

33,711 Registered Users
+18 new in 30 days!

153,531 Posts
+36 new in 30 days!

15,347 Topics
+72 new in year!

Create an Account

Online Users Last minute:

21 unregistered users.