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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
And here's the source file for #46.

Blocks,High Pass,Profile Gradient,Elevation Gradient+Gamma.ffxml
"Art is quite useless." Oscar Wilde
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
This is my Forty-Seventh texture.

"Art is quite useless." Oscar Wilde
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
And here's the source file for #47.

Cells,High Pass,Profile Gradient,Elevation Gradient+Gamma.ffxml
"Art is quite useless." Oscar Wilde
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Ramlyn
Ramlyn

Posts: 2930
Filters: 691
Nice. I may use some of your ideas in new filters.
I'm trying to develop a new way to use the Smudge component. Your examples can match with it. smile;)
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
Excelent.I can't wait to see the results. smile:D
"Art is quite useless." Oscar Wilde
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
This is my Forty-eighth texture. Sorry folks,this one runs a little slow. I had to raise the Anti-Aliasing up to 9.

"Art is quite useless." Oscar Wilde
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
Here's the source file foe #48.

Blocks,Perlin,Noise Distortion,Profile Gradientx2,Elevation Gradientx2,High Pass+Gamma.ffxml
"Art is quite useless." Oscar Wilde
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Ramlyn
Ramlyn

Posts: 2930
Filters: 691
Very nice. You should upload all these in the library too.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Make it one compact filter since the visual output is pretty similar.
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
I agree with you Skybase that if i submitted some of these textures to the library #s 39,43 & 46 should be made into one filter. The rest i'm not so sure about. I guess i'll upload at least some of them to the snippet category. smile:)

"Art is quite useless." Oscar Wilde
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
This is my Forty-Ninth texture. This is another rock texture that I think turned out pretty well. smile:D

"Art is quite useless." Oscar Wilde
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
And this is the source file for #49.

Cells,Perlin,Elevation Gradient,Profile Gradient,Maximum,Minimum+Sharpen.ffxml
"Art is quite useless." Oscar Wilde
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
This is my fiftieth texture.

"Art is quite useless." Oscar Wilde
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
And here's the source file for #50. smile:)

Blocks,Percentile,Refraction,High Pass,Invert,Sharpen+Gamma.ffxml
"Art is quite useless." Oscar Wilde
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Ramlyn
Ramlyn

Posts: 2930
Filters: 691
Nice texture. You can make another good filter from this. smile;)
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
Thanx Ramlyn for your comment. smile:)
"Art is quite useless." Oscar Wilde
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
This is my Fifty-First texture. smile:)

"Art is quite useless." Oscar Wilde
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
And here's the source file for #51. smile:)

Pyramids,Profile Gradient,Elevation Gradient,Invert,High Pass,Refraction+Sharpen.ffxml
"Art is quite useless." Oscar Wilde
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
This is my Fifty-Second texture. smile:)

"Art is quite useless." Oscar Wilde
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
And here's the source file for #52 smile:)

Techno,Minimum,Refraction,High Pass,Invert,Sharpen+Gamma.ffxml
"Art is quite useless." Oscar Wilde
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
Here's my texture #53. smile:)

"Art is quite useless." Oscar Wilde
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
And here's the source file. smile:)
"Art is quite useless." Oscar Wilde
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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
And here's the source file for #53. smile:) Hey! How'd that blank box get there? smile:?: smile:D

Texture #53 Snippet.ffxml
"Art is quite useless." Oscar Wilde
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Nice, curious and good examples done by DJI, like them.

Thanks for sharing them
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Is has been 7 months since there is no new posts on this great and useful thread that inspires and helps much for ideas and inspiration, and I wonder if someone else could have additional noise tips, hints, ideas or snippets to share.

i at this time now regretably I do not have any free time for filter forging, so I can't share something myself, sorry
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Well I guess I can just start it over again.

I kinda lost traction with the thread a while back. I was posting first noise patterns with "technical notes" intending to teach other FilterForge users (as much as myself) more advanced tricks that are both visually interesting but also provide insight to the technical aspects of filter construction.

Not that the contents of the thread is wrong, I personally would have wished to see a lot of these postings over on the NoiseLab thread, which was more like a free-for-all idea ground. But I can't say bad things about contributions, pretty sure these took some time to make and also upload. And I really hope it did help people somehow. So thank you for all of that!

Let's just say fr om this post onwards, The format should be:
1. A sample image of the noise pattern.
2. A technical description of techniques used. Best if you can describe why you used the technique and how it's useful if used.
3. The snippet of the filter.

I donno, maybe it's a little demanding but I personally think we don't have enough of those consolidated threads wh ere it's just "technical info about stuff".

Alright, back to making stuff then.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
thanks for the answer and the idea to keep adding more and a better guide and how to do it in the best way to help better to this thread, and so is more useful to use, although I totally agree with 3 points, and can be the best way to do it, to be helpful, maybe the description idea, although very good and interesting, maybe not everyone will want to do it, although of course this is up to the author of the filter snippet to do it as suggested well by Skybase

Quote
skybase

Let's just say fr om this post onwards, The format should be:

1. A sample image of the noise pattern.

2. A technical description of techniques used. Best if you can describe why you used the technique and how it's useful if used.

3. The snippet of the filter.


I personally can not contribute as I am not in any way such expert and FF GOD as many of you that are are able to use FF with such great knowledge, skills and I admire what you can do
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
It's really much cool keeping it all up. I started this thread on the basis that there wasn't a lot of "technical discussion", which is natural for forums like these given the nature of the current audience. I think it just happens to be this way right now.

Although, personally, part of the reason why I really wanted to do this thread was because I hoped this would really really really teach some folks something or give people ideas about new stuff or what's possible.

I always enjoy watching the new stuff roll into the FilterForge library, but I often think a majority of the filters fall weak. This is perfectly acceptable in that we're coming from various backgrounds of technical understanding. However, I strongly believe that those who are willing to upload stuff to the public library should constantly seek to learn how this stuff works and why it works the way it does. This thread CAN really point the light on those specifics. I especially tried writing so that beginners can understand and reuse the snippets in their own ways.

And please, people, don't fall back to "I really don't have technical abilities, I don't know anything" excuses. I'm absolutely willing to spend time, even if you're anonymous, to answer some questions about construction, design principles, etc. As long as you're the one doing the filter-making I'm fine giving specific responses.

So yes. With that in mind, let's keep the thread running.
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Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
I agree. I try and throw my 2 cents in. I'm new in LUA. And new to using looping. So there is always a place to learn something new. Noise is probably my weakest area. I've been playing with DJI's latest noise offering in another thread. Only way to learn. Just keep doing your thing.
Math meets art meets psychedelia.
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xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
I'm a buy me a sharing bread thread. smile:D
_____________________________________________________

http://web.archive.org/web/2021062908...rjadesign/
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
[Sharing Noise Returns]

One of the things to remember with noise is that you can control it. You can apply constraints so it doesn't do entirely random things. You can use this to your advantage when creating fun little designs.

In this post we're going to be taking a look at a method of constraining rotation values on a bomber. Say for example you want something where you have a triangle or an arrow, and you want it to point in 90 degree intervals. So 0, 90, 180, 270 degrees. For this, we need a bit of RGB math.

Here's what I made.


What's fun about this trick is that it lets you quickly generate patterns that appear in a specific manner rather than it being a really random thing where rotation is chaotic.

Here's the technical stuff:
When you look in the filter, I have a Perlin Noise component hooked up to the Round component. Here's what's going on: the perlin noise is generating values that are between 0 and 1, however when you use the eye dropper tool, you'll see the the values on the perlin noise are all over the place. You may have a value of 0.3123, 0.59238, 1, 0.121. 0.11124... etc. When you feed this value directly in the rotation of the bomber, the results are as pretty much chaotic, although it does follow the values.

To stop these super crazy values from happening, we can use RGB math: ROUND to (as the name implies) round the values to what we desire. In my case, I wanted to round the values so that the resulting output corresponds with 90 degree intervals. To do this, I set the granularity value to 25, a dark gray color. By doing this, values get rounded to the nearest numbers so what used to be crazy values floating around, are now 0, 0.25, 0.50, 0.75, 1. Plug that into rotation and you get your 0, 90, 180, 270, and 360 degrees rotated shapes.

In summary: You can control degree intervals using the RGB math components: floor, round, and ceiling.

Important Note: For this to work, use grayscale images. We're only looking at values, not RGB channels!

Try different granularity values. See what happens with clean brightness values like 10, 30, 50, 75 so on.

Please note that I'm providing the ffxml files as an example, don't just rip it off. That's not cool.

SharingNoise - Controlling Noise.ffxml
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Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
This illustrates the problem very well, RGB math is not always obvious, yet the power is there. Thanks for this example, I will keep it in mind for future work. Breaking the noise down to "steps" makes perfect sense, and clearly has many possible applications. I messed with your example filter a bit to see how it worked, here's the lifesaver with the 4 way triangles.

Math meets art meets psychedelia.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
One neat thing about this trick is that it makes your filters less cluttered. So just like in the example above, say if you want 4 incremental rotations. 0, 90, 180, 270. Usually without doing the trick, you'll have to rotate the particle in which you're about to input by those degrees.



So now you made this little chain. Wonderful, but it's 4 slots taken up just to do 1 thing. And given one of the rules in FilterForge is to cut as much off and optimize a filter, this is a technique we can use to reduce this kind of thing. Keep in mind this depends of course on what you want. But in our case, we have 1 original image, and 3 others are just doing rotations. Why not just do this in the bomber since the bomber has that feature?



This makes it much much more compact, it also reduces the amount of work you have to do by a small bit. It also makes it easier to produce more variations too given now you're controlling all of that through the bomber, not outside the bomber.

Note that when things are procedurally controlled, you have more abilities with less work. The power of FilterForge is the ability to do the work for you, not you doing the work for it.
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Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
Using rounding this way is sort of a poor mans version of Stairs into a Tone Curve. And a lot less complex.
Math meets art meets psychedelia.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
[Sharing Noise 009 or maybe I lost count]

When it comes to FilterForge, the first thing we all love doing is making abstract art. It's good fun making a mash of interesting shapes and so on. And we always love to just grab the noise components just to make new stuff up. It's fun, easy, and gets interesting results.

Today's noise is super colorful and it's just using 3 perlin noise components with individual waves curve components and 1 RGB channel.



[Technical Notes]
The part that makes this little snippet so powerful is the fact that you have control despite given the randomness of the noise pattern. In this case I'm controlling the minimum sliders on the wave (curves) component that's plugged into the profile of the perlin noise component. What's powerful about doing this is now I have control over each RGB channel, allowing me to control the colors to my liking. If I want more reds, then I can use the slider to add a bit more red. If I want less of other colors, I can slide the sliders around until I get what I want.

This effectively makes life easier as a user of my own filter. It really helps to have these because I'm not just going to use this for 1 project of course, there's a chance I may want to use this elsewhere.

The last "multiply" component's there just to brighten the overall image up. It's not necessary but it looks a bit nicer when the colors are brighter.

Despite it's simplicity, this makes the filter extremely powerful and useful. It allows you to have thousands of potential outputs rather than something that produces the same thing with little variation. Of course, you can expand on this idea easily, try different noise combos... get yourself tons of potential candidates for your next projects.

And hey, just for inspiration sake, here's what I did with this method and this is from 2 years ago: Link to Video

While I'm providing the source, I would like to ask kindly that you use this for ideas, your next inspiration, whatever. Just don't ever resubmit like it's yours, it's wrong to do so.

Sharing Noise 010.ffxml
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase

One of the things to remember with noise is that you can control it. You can apply constraints so it doesn't do entirely random things.


This is cool, useful and interesting if with the noise pattern you can be able to rotate the particles inside the bomber, I did not know this could be possible. Good to know.

Thanks for this and for returning with this noise thread topics
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Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
Checked this one out, thanks again. Using rounding has already proved useful in the triangle drawing experiment.
Math meets art meets psychedelia.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Love very much this thread and want to give a huge thanks to allthe one that have shared filters here and shown different ways to use noises in creative and curious ways
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LexArt
LexArt

Posts: 256
Great idea Skybase to make this thread, and is really interesting, useful and great, to know so many different ways to use noise in such creative ways.

Thanks also to all the ones that have shared and contributed to this thread and have shown their creative ideas and shared the filter to see how it is done, and so you can use it and learn about it.

I hope that it can be updated with more things, specially now with the new FF 5.0, so to know new creative ways to use noise with the new components.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Sharing Noise returns again after months of silence.

I think it's time we re-start this age old thread on some fresh content. It's interesting looking at a community that's constantly making something. I'm always at work unfortunately and my life has been ever more busier. Medical issues, issues with life stuff, etc all kinda came down recently and I kinda slowed down for a bit on sharing new ideas with you guys. It's tough living and being alive.



This is actually one of the simpler examples of this entire thread and I don't think it needs too much technical discussion but regardless I'll try to decipher some of it. I made a little maze generator using just 1 checker node, a bomber, and a round component with some input.

Technical Notes:
Basically the bomber's input overlaps one another to form the pattern. When you check the "density" parameter of the bomber, it's set to 2. Try setting it to different values to see different effects. You probably see now how easily we can generate new patterns very quickly.

I generally came up with doing this after experimenting with the round component which makes the tiles turn at 90 degree intervals. This makes making stuff like this pretty easy and you can easily employ the same methods to other patterns. Note that I'm inputting a gray-scale value into the round component. Other RGB values would basically confuse or mess up the rotate input of the bomber.

Here's your turn to try stuff. Try changing the input checker to see what new patterns you can come up with. Or even better: maybe change the input completely to a new pattern. The fun thing about FF is that it's modular. The inputs and outputs can be altered to suit your needs. Give it a shot, see what you come up with!

Sharing Noise 011.ffxml
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Ramlyn
Ramlyn

Posts: 2930
Filters: 691
Nice sharing. It can be a good start to make some new filter. smile;)
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Thanks Skybase for the last filter, it looks good and interesting, is good always to see something new from you, and do not bother if you can do much, is of course understandable that you have a busy life and may have problems like everyone else, so is good that you are able to fond some time to share things here or anywhere in the forum
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
We are in April 2017 and the last shared noise is from Skybase in May 2016.

I wanted to share some myself, but have to give some cool and interesting, I mean compared to the things that has been already uploaded

If anyone else could have any other suggestions for this kind of shared noises lab would be good
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Want to give a huge thanks to all the ones that have shared the filters included here and it has more than 49.000 views
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David Roberson
Artist
Posts: 404
Filters: 36
Skybase: A long time ago, you posted a filter dubbed SharingNoise 008.ffxml and were unable to post an image for it. I'm still curious, based on the technical notes, about what that filter produced. Do you still have it? The download link is (at this time) broken.

Again, just scratching an itch. I'll understand it you can't repost it after so long.
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