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Skybase
2D/3D Generalist

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We had tons of discussion about noise. NoiseLab has always been a great place for inspiration, but it didn't do one thing: we didn't share the source material there.

So in this thread instead of just posting pretty pictures of cool noise patterns, I thought it'd be nice to share some ffxml snippets for usage in new filters (and so on).

While there's no specific format it'll be nice if we'd have at least a preview and corresponding ffxml file posted for the goodness. Note: once we got some amount I guess wiki article can happen.

Just for starters here's something I made:
Concrete-like texture with small holes and some cracks. Very basic pattern, but provided some parameters, it can be pretty flexible in producing otherwise.



SharingNoise 001.ffxml
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Skybase
2D/3D Generalist

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Another one for today... techno noise! Or something heh.

Technical Notes: We can easily slap down a couple noise patterns and blend them together but what should be important is the overall unified appearance. Cascading noise patterns might produce something cool, but it can also produce "messy things". To fix this, we can clip certain areas of noise to contain certain textural qualities. In this case, I added something that appears like a circuit board to a limited area by clipping. Clipping is accomplished via the threshold component, and it'll render much faster than using the blend mode with opacity plugged in with a desired mask.

Also in the tree is a small segment dedicated to producing shading. In this case, I wanted a "AO look" or the appearance of ambient occlusion, without enabling ambient occlusion in the rendering. The darkened corners and edges is a simple and yet effective way of producing the sense of depth in a single image. The look was created simply by passing the base noise pattern (with whatever applied) through a chain of highpass and hardlight blend mode. In this case, I stop there, but it normally should be multiplied on a appropriate pass intended for diffuse (color), or blended in some way. The point being you can figure that part yourself. On that note, this of course isn't the way AO is rendered, it's just the feeling I'm going for. If you ever compare render times with AO enabled, this will definitely go faster. WAY FASTER.

It should note that complexity does affect the highpass filter, and parameters should be carefully adjusted to suit the final image. This method does produce ugly results!



SharingNoise002.ffxml
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ThreeDee
Lost in Space

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Good idea. This got me thinking that we could share other basic noises that are not part of the built-in noise components. Some of them are script-based. One noise type that I find missing is seamless random lines of random orientation. And, since it is still missing, I should then go and script it. smile:)
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SpaceRay
SpaceRay

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Cool, good and interesting idea.

Although it would be difficult to control the noise in FF as there is still not included a knob to control the volume of the noise smile;) smile:D

For those that do not know, this is for Graphical Noise smile:)

For example is explained in the wikipedia Perlin Noise and other kind of Noise at the end of the article
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Skybase
2D/3D Generalist

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Woo doing stuff! Glad people are hopping in. SR, you'll find something that you can use at some point. A couple days ago somebody asked about making random-appearing tiles. I thought I'd do something a bit creative with them. Maybe a bit of Piet Mondrian?

Technical Notes: Well ok, this isn't "noise" as most people expect but it's interesting in a way when you let the filter go about randomly. Either way in order to create random looking tiles with variable height, you can create two tile patches, where one "jumbles" the initial pattern. This creates much of the basis and you can hook up more tiles if you'd like to see really tiny tiles (but let's not forget about design, functionality, and practicality.)

I set the mortar color to red because I want to extract that color and use it as a mask via the "if" node. If you don't understand here's what's happening spelled out in plain english: If Source A's color matches Source B's color (red in this case) then set what's matched to black, otherwise, pass the colors for the rest. Basically, I just set the mask.

To produce specific colors, I rounded the tile luminance values. The round node basically sets it so I get evenly distributed coloring. Without the round node, we'll get colors in between values (although kinda useless in this case provided I'm using stairs with the 5 color gradient.) Regardless, it demos the possibility that you can restrict color palettes even if you have gradients everywhere.

One of the biggest issues with giving a tad bit of freedom is that you lose the appearance to technical issues. The width of the mortar here is relatively the same unless they happen to be side by side. Having 2 tile components, it should be noted that without proper controller rigging, you'll get variable mortar widths and a visual chaos. At least in my philosophy unity of appearance is the most important aspect. Given that, I generally make sure parameters like that behave as expected.





I might improve upon this and submit it to the library as a proper filter! Stay tuned for this one.

SharingNoise 003.ffxml
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SpaceRay
SpaceRay

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You should tell that all this filters are for FF 4.0

Quote
Skybase
SR, you'll find something that you can use at some point. A couple days ago somebody asked about making random-appearing tiles. I thought I'd do something a bit creative with them. Maybe a bit of Piet Mondrian?


WOW!! I found it now with awesome Mondrian style filter you have done, I love you for making this, since that thread that had the tip of using two tiles component linked together I have been thinking about this same thing of filling squares with colors but could not do it, and now I have seen how you have done it right, interesting and very useful, thanks very much for making this, love it much.

Also thanks for explaining the technical part that is useful and interesting too.

Although I like it much, after you have done it, I had the idea to convert it into textured filled tiles instead of plain colors, but it does not work because the elevation gradient kills the image, so there could be an alternative to this to fill the mondrian squares with images? Or would be difficult to make?
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Skybase
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You should tell that all this filters are for FF 4.0


How true.
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Skybase
2D/3D Generalist

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I was thinking to myself "Oh that'll be a great challenge thread!" but then again... smile:p I don't think its fair that I'd be holding stuff back so here's what I came up with. lol let it be understood that errrm... I prefer for others to do more deeper exploration with these snippets.



Technical Notes: Despite what it appears it's not so complicated, in fact it may be slightly inefficient. So if somebody can figure another way around all the issues I'm having maybe this will work nicer. Either way there are two main components to this: the tile generation and the image placement.

Given what SpaceRay typically does, I thought I'd just go with the "SpaceRay thing to do" which is fill the image up with multiple images like a mixer. In this case, I guess the idea was to fill each area up with something, like an image. To create this, I first needed coordinate values of what the tile nodes are doing. Since they jumble the image, I can feed a simple assembly of an X and Y gradient (blue = 1), and use that to look up the table. Once the gradients are processed, I can extract the coordinate values and hook them up to individual X and Y inputs of the lookup node. So I went with 5 images since that number evens out pretty well.

Once done, I then created the same thing of tile components but with this one producing a luminance value. After rounding the values and evenly distributing each one, I can then use the If component to get specific values of each block and fill it with the images from the lookup components.

Values in this case were pretty simple: starting at 100, 75, 50, 25, and 0. (That's why there are 5 images. We can change it to 3 or 7 or whatever other number depending on the granularity input of the round component.)

Edit: Disabled anti-alias for speed. We really don't need anti-aliasing when we got straight lines. When curved, it'll look nicer, but not in this case.



Note: suddenly this filter is worthy of upload to the library. Probably will do once processed.

SharingNoise 003 - Images.ffxml
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SpaceRay
SpaceRay

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WOW!! Skybase, you are a master of FF!!! You have done it very quickly and found a way to make it, and also explained it.

It looks very good and well done, and is really different from the one above, and I would never have done it myself.

Thanks very much for making it and glad that I made you a challenge smile:)
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ThreeDee
Lost in Space

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I was surprised to learn there was no Mondrian filter in the library! This could have definitely been a mini-challenge.

I tried it with Bricks to get rid of the rigid tiles base. With offset and a step curve you can make the offsets more regulated so the lines don't end up right next to each other, and it looks mondrianishly mathematical that way, too.

Mondrian Bricks.ffxml
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ThreeDee
Lost in Space

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Here is Random Lines Seamless. It is not ideal in terms of speed as I made it with Loop.

Randomness is a relative term, for you can make straight lines seamless only in certain angle/spacing/repeat combinations. Nevertheless, the effect is not easily achievable with standard components.

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ThreeDee
Lost in Space

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ThreeDee
Lost in Space

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Without the threshold, the filter outputs something similar to this (replace threshold with levels and put black point to 90):

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ThreeDee
Lost in Space

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From whence one may develop such wondrous weirdness.

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ThreeDee
Lost in Space

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Filter for above. (Sorry, no optimization, this was done just for kicks.)

Unlikely Architectonics.ffxml
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SpaceRay
SpaceRay

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ThreeDee like the snippets you have put, cool and weird, well done, thanks for sharing.

Quote
Skybase

Note: suddenly this filter is worthy of upload to the library. Probably will do once processed.


This would be a good idea as this is very good and well done.

I would suggest that you make available some controls to MOVE the images inside the shapes, so if the shapes does not fit right when they are positioned, you could customize it in a better way

Here I have made a version of your filter with offset controls on each image, but there is something wrong and does not work right always, it appears some white and blacks bars when moving too much.

I have put 12 presets 6 with plain colors and 6 with images. Preset 8 is the same as 9, the only difference is that 9 has been moved to inside to fit better the images than what is seen in 8

SharingNoise 003 - Images with controls.ffxml
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Indigo Ray
Adam

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In ThreeDee's random lines, change the blend near the end of the loop from "lighten" to "difference".

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Indigo Ray
Adam

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Some new noise, using three techniques:
1. Each octave (layer) uses a different seed (variation), and they are "screen" blended so it doesn't clip (no blank areas).
2. Bezier curves for the noise profiles.
3. A small-scale, high-roughness perlin blended in at the end for that extra touch.

(made in FF 4)

It anoise me.ffxml
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Indigo Ray
Adam

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Like this:

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Skybase
2D/3D Generalist

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Quote
I would suggest that you make available some controls to MOVE the images inside the shapes, so if the shapes does not fit right when they are positioned, you could customize it in a better way


We could probably have a "control freak" version. But given how the images are thrown around already it's honestly easier dealt by offsetting the coordinate gradients. This kinda means we'd have a single set of x and y slider that deals with all the images, thus removing the need for offset nodes per image input.

And more noise!





Technical Notes: This noise was created using a bomber. Very simply put, the bomber has the capability to produce all sorts of noise patterns, and it does it with quite a load of control. In this case I have an input that appears like a bunch of circles with textures of lines running through it. The basic idea here for me was to create something that looks "wrinkly" so that's what those are about. The bomber then feeds out a black and white representation, which is fed into a noise distortion.

So this noise pattern is actually kinda slow when it comes to render. Maybe not as practical. But it still shows off the bomber's capability when producing unique patterns.

SharingNoise 004.ffxml
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Skybase
2D/3D Generalist

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Probably some of the most powerful features are the loop component. Several months ago I made the sun texture, and now I wanted to do something a bit different so I created that swirly weird energy-like texture!

Technical Notes: Looping comes with a price: speed. This is one of those things where either we balance looks over efficiency. This is a difficult task, and a good eye for quality really helps establish a relatively fast filter, but even still a minute and 25 seconds for a render at 512x512 is a bit slow in my view.

While this demo presents no parameters there are a couple places where you can easily change the render time while sacrificing quality of the appearance. In the noise distortion node, we can set the "distortion" parameter to values > 0 and < 2, while it seems like a restriction, values beyond it start producing insane, ugly swirls and they just don't add to the effect. We can then take the number of iterations down in the loop component to say 20 or less and change the divisor in the divide component to numbers that reflect a decent appearance.

The point being we do have some control over render speeds but it always kills some part of the overall look. This is a constant struggle when it comes to producing decent filters which are technically acceptable and also aesthetically pleasing.

SharingNoise 005.ffxml
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Casual Pixels
Dilettante

Posts: 96
Quote
Looping comes with a price: speed


Somethings things are worth the price they demand.

I'm often surprised by comments where a filter is deemed somehow unworthy because it's slow.

Now, that could very well be the case. But it can also be the case that if the output cannot be achieved any other way and if that's the desired goal, then the time it takes may well be happily granted.

True story with only modest relevance: I do software research. I take code and look for ways to improve it. The goal is usually not an improvement in percentages but in multiples.

Six or seven years ago I had a project where the goal was a 22x speed increase (only a somewhat arbitrary choice - the computation was taking 1h50 on a single core and they wanted it to be 5 minutes). Because of the nature of the computation, parallelization was not a viable option.

It eventually took six months and went through increasingly aggressive attempts to squeeze speed -- ending up involving working directly with CPU engineers at Intel sweating individual CPU cycles (not instructions, mind, but cycles) in order to maximize the efficiency of the CPU pipeline's throughput.

I didn't reach 22x and the project was deemed a failure as only 7x was achieved and the results were not used (mostly because of some regression testing which came out different because of changes to how the computation took place. The differences were not significant but using them would have required enormous effort to validate the differing results).

They chose to keep using the slow(er) way. The value of the (original) output trumped the speed issue.

Anyway, as I warned you, the story is only semi-relevant. However, the choice of speed versus output is always there.

Of course for a given output, faster is preferred.

However, depending on the output, it's easily imagined that waiting is often better than not being able to produce the output at all.

I'm seeing loops in that light.
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SpaceRay
SpaceRay

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Quote
Skybase
Quote
SpaceRay
I would suggest that you make available some controls to MOVE the images inside the shapes, so if the shapes does not fit right when they are positioned, you could customize it in a better way


We could probably have a "control freak" version. But given how the images are thrown around already it's honestly easier dealt by offsetting the coordinate gradients. This kinda means we'd have a single set of x and y slider that deals with all the images, thus removing the need for offset nodes per image input.


After investigating what was happening when I have added the offset components, I have seen that moving the images alone, it comes a moment where they get out of the shape and appears the transparent background that is converted to black, so you can move the images ONLY until this appears, so surely this is not the way to do it given how the images are thrown around (as you say) and would be needed also to move the coordinate gradients too.

You suggest to have a single set off x and y that would move all the images, BUT this would be bad fr om my point of view, as you could NOT control each of the individual images, I mean if Image 1, 3 and 5 is correctly positioned and the bad ones are 2 and 4, if you move all of the images then probably the 2 and 4 will be better but you will move away 1, 3 and 5 that has been right.

ONLY WORKS ON SQUARE IF USING IMAGES

I know that you have already told about the lim itations of FF making images with some filter that are difficult to make them non-square, and here is one case, as the filter works very well when you use a perfect square resolution, but if you put a non-square resolution, the frames are there right and if you are using the plain colors there is no problem at all and works with whatever resolution.

BUT if you put 2000 x 4000 using Images, all of them are scattered and are wrong positioned, and so it does not work as expected anymore.

I have to say that I really do not care about this and I like it as it is now, and do not mind if you can´t use the non-square resolution (as it happens with many other filters) but I just wanted to let you know about it.
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Skybase
2D/3D Generalist

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Casual Pixels, that's a great little story. Back in college when I was doing all sorts of 3D stuff using Maya and MentalRay, I realized a bunch of crowds were claiming MentalRay was a slow render engine. In my head I typically think "well what could I do better?" so my immediate response was make MentalRay run at the speed of light. The process of speeding renders up takes a bit of care of the scene, optimization, and tinkering unnecessary settings. There is always "a happy ground" where the rendered output looks beautiful while the render speeds are acceptable.

So imagine a fairly complicated scene rendering at 1920x1200 on a relatively fast 8 core computer. Render times hang around 1 hour. So we can tinker the obvious render settings, bake certain maps like AO (paint AO in manually too), optimize lights and shaders, remove unnecessary geometry, and reduce polys where acceptable, get cleaver, do stuff in post. We can potentially get the render times down to 10 minutes maybe.

But this requires a ton of technical skill, and to be fair, not everybody understands them. And I really just wish people would understand that this sort of "speed optimization" don't happen over a night. It's not always the software's fault, it's partially our fault that some of the things go slow. It's the same with FilterForge, the same with Modo's renderer, the same with Vray, and anything that "renders" a scene. The point is whatever happens, there's always ways to optimize it to the best of our ability. Beyond a certain point we just can't reduce things any further and that's where I basically want to be.

---
SpaceRay, glad you're finding stuff out in FilterForge. When you import your imagery via the color control there's a menu called Placement. In it, there are several options for how the image should tile. I set mine to repeat and that solves problems. The filter was designed around squares, but it handles any ratio absolutely fine. Here's a small test I did with multiple ratios! In the library version most of those problems will go away. I added options to make life easier, also made sure you don't run into that issue in the first place.

The image doesn't show what other features I added in lol just to keep it "exciting".

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SpaceRay
SpaceRay

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Quote
Skybase
SpaceRay, glad you're finding stuff out in FilterForge. When you import your imagery via the color control there's a menu called Placement. In it, there are several options for how the image should tile. I set mine to repeat and that solves problems


Good that you could solve it, I have also before telling you about this with the placement but it seems that I did not try repeat.

Quote
The filter was designed around squares, but it handles any ratio absolutely fine. Here's a small test I did with multiple ratios! In the library version most of those problems will go away. I added options to make life easier, also made sure you don't run into that issue in the first place.


Very good that it will work with any resolution ratio. I will wait until you make it and see what you have done, although I am not in a hurry and please take all the time you need to make it.
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Sharandra
Filter Forge Addict

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Hey great idea!! I´ll see if I have some good ones to share! smile:-)
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Skybase
2D/3D Generalist

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As much as there are so many things you can do to generate realistic textures, grime and gunk for your 3D scenery, noise in itself can generate quite a load of fun stuff if you take it the extra step.



Swirly patterns!

[Technical Notes] - The filter design in itself is relatively simple. I have 3 perlin noise generators with 3 different colors. Each have a profile assigned. The fun part comes when we take a close look at how the noise layers are being combined. At first I subtract the results, then use the absolute value node to finish the whole thing off.

A small math lesson: when you take the absolute value or modulus of a number you get a "non-negative" value (meaning if the value is greater than or equal to zero). Simply put the absolute value of -2 is 2.

So, if you take a close look at what's happening, when I subtract values, I get negative values, so I use the absolute value of all of those values to produce a nice colorful image.

Note that you can achieve similar imagery using the difference blend mode, though the issue is, you can only combine 2 images.

Of course, you can combine photographs in such ways as well. So don't be afraid to throw some other things in.
-----

Otherwise: this thread's becoming quite worthy of a blog/book. I'll continue posting material here for the sake of it being a community thing, but I'll probably start up a nice separate blog for it all.

SharingNoise 006 (1).ffxml
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inujima

Posts: 176
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This noise generates the surface like rocks or ores when using this noise to the height output.



Rocky Noise.ffxml
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xirja
Idididoll Forcabbage

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Beauty!
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http://web.archive.org/web/2021062908...rjadesign/
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SpaceRay
SpaceRay

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Inujima Rocky Noise

This is very beautiful and well done and like it much, BUT I am having a weird problem, the texture is shown very well when using the reduced 600x600 size BUT when I put the "Actual Size" that is with 2000x2000 I get a much different thing, much darker and nothing compared with what is shown in 600x600 smile:?:

I will put an example of what happens

To make this example I choose Preset 2 and then go to New Image and choose the 2000x2000 size and then choose to see the reduced preview that will give the 600x600 image that is shown below here

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SpaceRay
SpaceRay

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So then after done this above is shown and finished, and without touching or modifying anything, I just and only go to View--> Preset Size--> Actual

AND the surprise comes when it finishes rendering and you get this image shown below instead of the one shown above smile:?: smile:?:
What happens? How can this be possible? smile:?:

As you can see this shown below is very different from the one shown above here, and should be the same.

And even more weird is that if you go again without touching nothing else to View--> Preset Size--> Reduced Size , then it is shown right again and as it should be (the one shown above) smile:?:

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inujima

Posts: 176
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It is the problem caused by difference of bitmap cache sizes. It happens when using small radius blur and more.

Try this.

Rocky Noise v1.1.ffxml
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SpaceRay
SpaceRay

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Quote
inujima
It is the problem caused by difference of bitmap cache sizes. It happens when using small radius blur and more.


Well, thanks, but I am sorry that I do not understand what is this, and why it happens.

Quote
inujima
Try this.


YES!! it now works perfectly and does not have any problem when changing resolutions, Thanks.

Quote
Skybase
Swirly patterns!


Cool and nice patterns, and more cool is the way they are done and how you have built the filter. Will try to see what I can do with it.
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Skybase
2D/3D Generalist

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Inujima... that is just so sweet.

SpaceRay: You'll love what you can get out of just doing some of what's inside of that filter. It's so fun mixing stuff.

And... to the noise pattern!


I developed this a while ago for my own purposes but it turns out I never used it. This is a bit more complicated than the rest of what's on this thread. It's much more involved but let me try to decipher what's happening.

The base noise pattern includes A combination of multiple perlin noise patterns and a chaffs pattern. These create the color and the bump map to produce what you're looking at. Patterns are developed and combined carefully to formulate a complex appearance of weathered, rough adobe.

There's a gunk generator which you can feed any black/white hight map which it'll generate "dripping patterns" of moss, rust, or anything of that nature. These elements are all combined to produce a complex texture.

In the end, I rejected this myself for being too rough.

[Technical notes]
The gunk generator is actually the coolest part. It simply generates natural patterns of wear from all sorts of gunk. The internals work like this: we have two derivative components with the height map data feeding into them. One represents a mask for gunk that drips from the top of objects (the stuff that gets caught in the bumps), the second derivative represents a mask for the gunk that gets collected on the bottom side of a anything that protrudes. We then feed the masks into smudge which sends the pattern melting downwards. To add a bit of realism a simple refraction node was used to simulate the smudge "crawling around" the protrusions.

SharingNoise 007.ffxml
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Skybase
2D/3D Generalist

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Since I've lately been busy doing otherwise I thought I'd return to this thread. In the previous post I shared a noise pattern that had that rock texture and some gunk. We can expand upon many of the concepts explained and dig into constructing a much more realistic, bumpy rock.

[img]http://imgur.com/jNQ1Z6V[/img]

The filter here is relatively complicated, and developed compared to many of the previous examples here.

[Technical Notes]
The base pattern for this entire filter happens with the pyramids and cells pattern, blended and fed into a noise distortion. Notice how this is all I need to pretty much generate everything else. By doing so, this entire tree behaves to THAT single chain. Simply put: if the base material changes, so do the details. This is basically how you should think in FilterForge (and programs alike.)

The example here also barely uses blend modes just because I didn't feel like using them. Instead I'm using RGB math to multiply items then I just get the root of the values to get the average. I also prefer to keep anything I build in FilterForge as simple as possible and avoid "additional things" like the extra blend modes I really don't care about. The point here is that I really don't want to care about extras, I just want to keep my workflow straight forward as possible and this avoids building crappy filters.

Coloring is relatively simple: I just have a bunch of perlin noise patterns that do just the magic. Nothing special here. Like in the previous post, there's a gunk generator (smudge) which makes the gunk flow down on the rock texture giving it the natural appearance.

Lastly, this filter comes without controls and I did use it in a commercial project. However, for the sake of sharing technique I thought I'd upload this here anyway so you can build something upon it.

Looks like [img] tag isn't working right!

SharingNoise 008.ffxml
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Tepearley

Posts: 92
Filters: 9
Really cool thread! I'm going to have to check these filters out as soon as I can smile:)

Here's an experiment I did using the bomber and some Perlin noise. I'm thinking I should adjust the hard edges on the shapes but here is is anyway.

The image:

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Tepearley

Posts: 92
Filters: 9
Here's the filter:

Synesthesia.ffxml
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Tepearley

Posts: 92
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I've made some changes, so disregard the first one I posted. It was one I did sometime ago and I found some stuff I needed to fix. The idea was to get simple abstract shapes that appear to glow and have movement over a somewhat textured background. It's a simple filter compared to the ones in the thread but I didn't intend for it to be anything fancy.

Here's the an updated image.

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Tepearley

Posts: 92
Filters: 9
And here's the updated filter.

Synesthesia.ffxml
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EAdams

Posts: 447
Very nice effects, Tepearley. As is, the Shape Rotation control has no effect on the output, but I realize this is a work in the making.
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Tepearley

Posts: 92
Filters: 9
Thanks Eve! I'm glad you like it smile:) It was that I was using round shapes which didn't show the rotation. There's now a check box when left unchecked will use square shapes instead and show a change in them.

Synesthesia.ffxml
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Skybase
2D/3D Generalist

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Crapadilla should submit something here. smile:)

An invitation!! Lol
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Lol, I was just thinking about it. Maybe...

Since true custom component online sharing is still years away, I might as well, eh? smile;) smile:D



Folks, is there any noise from my Noise Lab thread that you'd be particularly interested in?
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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ddaydreams
Frank Hawkins
Posts: 412
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These 2 are interesting to me at your noise lab thread.

pg 1 about 5 down from top "pumice"

pg 5 at bottom of page "acme galore"
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Posted them in my Noise Lab thread. smile:)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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