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Indigo Ray
Adam

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Filters: 82
Help me out here, I'm still learning. Is my math OK? And surely we can use this to erode the original height map? smile:?:

Height Slope.ffxml
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Indigo Ray
Adam

Posts: 1442
Filters: 82
I gave "erosion" a try. I know it's not realistic, but it looks cool. smile:)

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Indigo Ray
Adam

Posts: 1442
Filters: 82
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Lol what? Peanut butter? smile8)

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I see what you're trying to do here smile:D Aannnd I'm pretty darn useless when it comes to "actual math" heh
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Yummy!
can you make crunchy one aswell? smile:D
With different colors it could be all kinds of tasty things, like Nutella, pudding or cream.
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Ghislaine
Ghislaine

Posts: 3142
Filters: 270
Sweet smile:)
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Morgantao
Can't script

Posts: 2185
Filters: 20
That peanut butter sure looks like a mighty fine tasting filter smile:D

As for math, I try to stay away from two things: Math and Meth smile:D
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Indigo Ray

Lol what? Peanut butter?


Quote
Morgantao

That peanut butter sure looks like a mighty fine tasting filter


I agree, this peanut like butter looks very good and like I could take it from the screen to my bread smile:)

I am also really very bad at math, so I admire to the ones that can handle and work easily with maths as many of you can do.
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Indigo Ray
Adam

Posts: 1442
Filters: 82
I just don't understand you people, choosing peanut butter over math! Hmph! smile;)

Did my "orange" annotations make any sense to you? What are you unclear about math-wise? If you don't know what a "derivative" is, you should look it up, it's pretty neat.

OK, I'll just assume my "angle-map" and my "steepness-map" are correct. But the "erosion" is nonsensical. And there's many different types of erosion (wind, rain, waves, glaciers, etc.), as well as materials that are more/less resistant to being eroded.

Sorry Sharandra, no nutella. I'm allergic. smile;)
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
Did my "orange" annotations make any sense to you? What are you unclear about math-wise? If you don't know what a "derivative" is, you should look it up, it's pretty neat.

OK, I'll just assume my "angle-map" and my "steepness-map" are correct. But the "erosion" is nonsensical. And there's many different types of erosion (wind, rain, waves, glaciers, etc.), as well as materials that are more/less resistant to being eroded.


Probably a bit more to it. I got what you wanted to do. I just don't know if I can comment on "erosion" part. As long as it looks like it is my word.
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Sharandra
Filter Forge Addict

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Quote
Sorry Sharandra, no nutella. I'm allergic.


smile:-(

My brain has no map input for math, so for me it´s peanut butter > math smile:p
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SpaceRay
SpaceRay

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Quote
Sharandra

My brain has no map input for math, so for me it´s peanut butter > math smile:-p


smile:D smile:D Here is another one that has a missing input in my brain for math smile:D

I may be inteligent and smart to make some other things well but not math smile:( , unless they are very simple like 4+5 or 5*6 smile:D
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Without knowing the theoretically correct approach (if there is any), I'd say you're on right track. I ended up with this solution, which essentially produces the same result maps as yours, but more precise and simpler approach..

For the erosion part you need to iterate somehow and "distribute sediments". This may be cheated with blur/smudge/maximum and then combined with original map in a smart way (by inspecting slope and elevation).. I am not sure exactly how smile:-p

Elevation - Angle - Slope.ffxml
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Morgantao
Can't script

Posts: 2185
Filters: 20
Code
Fatal brain error
Math: Does not compute!


Sphinx, I don't know what you were trying to prove here, but I think there are easier ways to make a circle smile:D
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David Roberson
Artist
Posts: 404
Filters: 36
Quote
Indigo Ray wrote:
If you don't know what a "derivative" is, you should look it up, it's pretty neat.


Indigo Ray, I don't know if you still hit the forums, so this is sort of an open question I hope someone can answer. If derivatives can be used to create normals, is it possible for an antiderivative function to turn a normal (or equivalent x, y lookups) back into a height map? I would like to know before I try to dig into calculus in search of a method.
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Indigo Ray
Adam

Posts: 1442
Filters: 82
You rang? smile;)

An "anti-derivative" is also known as an "integral" (that scary squiggly symbol), and yes there is a way to do this in Filter Forge, using the Motion Blur. Hmm... I want to say maybe Inujima or Sphinx posted this solution. Anyway, I'm attaching it here.

Integral.ffxml
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Indigo Ray
Adam

Posts: 1442
Filters: 82
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David Roberson
Artist
Posts: 404
Filters: 36
Quote
Indigo Ray wrote:
An "anti-derivative" is also known as an "integral" (that scary squiggly symbol), and yes there is a way to do this in Filter Forge, using the Motion Blur. Hmm... I want to say maybe Inujima or Sphinx posted this solution. Anyway, I'm attaching it here.

Integral.ffxml
...
Aha!
Here's the forum thread


Thanks, Indigo! The next thing I'm hoping to work out is a way to do Ambient Occlusion (probably as a script) for use within the editor. I do wish AO was a component instead of a part of external Lighting.
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