sYnergy
Posts: 6 |
Hello! I just finished this tutorial on creating a wet rock texture...
http://www.photoshoproadmap.com/Photo...s-texture/ After I finished it i wanted to mess around with the greyscale noise pattern. This tutorial uses the "stones" noise pattern to get the elevation. However I created my own greyscale pattern which I would like to use in filterforge to create my own elevation/noise pattern. I can't find how to import files (grey scale images) into filterforge? I'm sure you can do it because after all. The few noise patterns that come with FF would get old fast. Thanks very much for any help! |
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Posted: February 7, 2007 2:53 pm | ||||||
Kraellin
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oh, that's a good idea (if i'm understanding you correctly). you want to import your own images INTO the components themselves, not just as an image to be worked on, much the same way we can import lighting environments? so, you could do your own internal bump map/noise maps within the noise components?
that would also work on other components... lots of other components. that would be slick! customized components! oooohhh, that could open all sorts of doors! (and headaches) ![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: February 7, 2007 4:02 pm | ||||||
sYnergy
Posts: 6 |
Yes that's exactly what I want to do. I'm very surprised you can't already do it?? You must be able to ...imagine just having to use the few patterns they give you. Maybe its more complicated than I thought. But if we could import our own bit maps or greyscale images into the noise components than I really see my usage of this program taking off!!
How else could you get from Point A to B of a texture you have in your mind if you can't import patterns ? I'm trying to load my greyscale image into the componenets folder to see if it shows up in the interface. lol Please add this feature!! |
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Posted: February 7, 2007 4:08 pm | ||||||
Kraellin
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i'm afraid you currently cant. but, you might take a look at adding a 'noise distortion' component and offsets. that's currently how most of us get around the limits. in fact, there's lots of ways to distort the original noise patterns. you can even combine the noise components with each other
![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: February 7, 2007 4:11 pm | ||||||
sYnergy
Posts: 6 |
Hrm. So what is Filter Forge?
Is it only for creating experimental textures? Due to the lack of control. I don't see how you can get what you're looking for if you can't import your own patterns?? Can you import anything into FF other than the HDRI stuff? Like I can't import an image to apply Filters too? Maybe I'm not understanding. I just started using it today. Thanks |
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Posted: February 7, 2007 4:18 pm | ||||||
Vladimir Golovin
Administrator |
Well, an imported image is not a substitute for a proper component. Here's why.
First, the bit depth / precision. All components in Filter Forge provide images in double-precision floating point per channel, and I'm not aware of any bitmapped image format that supports double precision. Second, pixels ruin resolution independence. An imported image by definition can't provide 'fine-grained' data where features are smaller than one pixel. Pixel-based data would impact the quality and resolution independence -- if you want to render your filter into a 64000x64000 bitmap, you'll have to import a comparably large version of your imported image. Third, a bitmap is static and can't modify itself in response to parameter changes. All components in Filter Forge must be able to scale their output according to the value of the Size slider. They also must be able to become seamlessly-tiled, and must be able to rearrange their random features according to the current random seed value, Variation. Obviously, no bitmap can provide all this. A proper 'customized component' would be a script or a DLL, not a bitmap. |
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Posted: February 7, 2007 4:20 pm | ||||||
Vladimir Golovin
Administrator |
File > Open Image... File > New Image... |
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Posted: February 7, 2007 4:25 pm | ||||||
sYnergy
Posts: 6 |
Thanks for your reply.
For some reason The Open Image and the New Image are greyed out for me. Do you think in the future there will be more noise patterns/components? Thanks Again. |
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Posted: February 7, 2007 4:34 pm | ||||||
Vladimir Golovin
Administrator |
We'll definitely add more components. As for noises, there are only a few fundamental noise algorithms -- Perlin and Worley being the most popular, and both of them are already implemented.
You're running FF as a plugin, that's normal. If you want to use a bitmap in your work, simply supply it as a source image. |
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Posted: February 7, 2007 4:43 pm | ||||||
Vladimir Golovin
Administrator |
We had a discussion why Genetica has tons of noises and FF only 7 -- here's that thread:
http://www.filterforge.com/forum/read...=9&TID=980 |
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Posted: February 7, 2007 4:45 pm | ||||||
Crapadilla
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The whole point of FF is about getting from A to B (or Z rather) in a fully PROCEDURAL way, and bitmaps just don't lend themselves well at all to that approach, as Vladimir explained. The challenge lies in combining the basic building blocks in such a way that the end result of the process gives you something similar enough to what you had in mind originally. The big advantage of this approach is that once you have written this 'recipe', you can cook up a thousand variations with very little effort. Granted, the number of basic patterns/noises may SEEM very limited at first. Once you see how combining these with curve or processing components opens up an infinite field of possibilities, you are beginning to understand the power of FF. So instead of loading your bitmap pattern, you would try to recreate it with the toolset. I'd dare speculate that it is possible to approximate most naturally occuring patterns in FF... --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: February 7, 2007 6:27 pm | ||||||
Crapadilla
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A script component would be spectacular! ![]() --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: February 7, 2007 6:30 pm | ||||||
sYnergy
Posts: 6 |
Ok thanks for your response.
As far as the wet rock tutorial goes. What I want to do is take everthing from that tutorial but replace the stone noise pattern which gives the Filter/texture its shape and height, with another pattern like square bricks or circles or something. I just thought it would be easier to be able to create these black and white patterns in photoshop and "load em in" but I understand now that there is a lot more to it than meets the eye. I'll have to learn a bit more to see if I can use the tool set to re-create a square pattern to supplement. Thanks again |
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Posted: February 7, 2007 11:52 pm |
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