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ThreeDee
Lost in Space

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Ambient Occlusion for increased depth and slowness.

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Skybase
2D/3D Generalist

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That's very clean!! smile:D Nice work!
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Nice work ThreeDee but you cheated by making the initial position already offset. I smile:bunny:
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ThreeDee
Lost in Space

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Gotta cheat somewhere ... smile:dgrin:

Should be easy enough to make it flat by vertical scaling, now that it doesn't need rotation.

The important thing is that we're about 95% there on the way to Pin Art.
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uberzev
not lyftzev

Posts: 1890
Filters: 36
I've managed to produce a bomber version that has 100% properly tiled output and starts perfectly flat. smile:devil: smile:banana:
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Very smile8) Uber...Good Stuff as always.. smile:)
Stupid things happen to computers for stupid reasons at stupid times!
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uberzev
not lyftzev

Posts: 1890
Filters: 36
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
The important thing is that we're about 95% there on the way to Pin Art.


I tried but the results are hideous. I'm not sure pin art looks good at such an extreme angle. (Maybe your ambient occlusion can make it look right)

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uberzev
not lyftzev

Posts: 1890
Filters: 36
smile:devil:

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Morgantao
Can't script

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Filters: 20
You guys blow my mind... smile:D
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Awesome and great work done ThreeDee and uberzev, like it much what you have done !!!!

Thanks very much uberzev for uploading a preview version of your own way to do it.

I have updated it a little bit and have added more features and some controls to be play to have more variations and HAVE ADDED 42 PRESETS

Thanks for making and sharing this

Cuberism Grid Bomber Updated Multiple Controls.ffxml
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
I've managed to produce a bomber version that has 100% properly tiled output and starts perfectly flat.


It's a beautiful thing!

I noticed that you get some funky extra particles after you get above 45 on the chaos. If you just disconnect the depth map, it works perfect.

Quote
I tried but the results are hideous. I'm not sure pin art looks good at such an extreme angle. (Maybe your ambient occlusion can make it look right)


It definitely needs some shadows to look like something...
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
I noticed that you get some funky extra particles after you get above 45 on the chaos. If you just disconnect the depth map, it works perfect.
Ahh, I see that now. I like your solution. smile:D
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Offset/image tint now start in original position. Also did some optimization.

BTW you'll want to squash your source image by -50% if you want a more realistic effect.



Time to step your game up ThreeDee. smile:D

Cuberism Grid Bomber 2.0.ffxml
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Update...

Max offset increased. Other optimizations.

Cuberism Grid Bomber 2.5.ffxml
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uberzev
not lyftzev

Posts: 1890
Filters: 36
BTW I found Adobe Illustrator really useful for figuring out some of the gradient coordinates.
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Morgantao
Can't script

Posts: 2185
Filters: 20
Quote
I found Adobe Illustrator really useful for figuring out some of the gradient coordinates

Can we see a screenshot of what you mean?
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
Can we see a screenshot of what you mean?


Here's a quick example.

I had this very simple gradient in my filter... ( x = 0, 0.2; y = 0, 0.4)


Followed by a scale set to 5.33333



But all I really need is the result of the scale. The math is basic but for myself I prefer a visual solution.

So I draw a wireframe of the gradient in Illustrator. The red line representing the starting and ending coordinates.


Then I apply the scale and then measure the new coordinate locations.



x = -2.1667, -1.1
y = -2.1667, -0.0333

This example is straightforward but I've also used illustrator to draw and rotate grids of various sizes in a trial-and-error approach which led me to the bomber isometric solution. (which at one point I didn't think was possible)
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
uberzev wrote:

Offset/image tint now start in original position. Also did some optimization.

Max offset increased. Other optimizations.


Thanks for the sharing the filter and for the optimization, like much what you are doing.

And it has a much wider and bigger potential than you may think as I have shown in my own modified above

And also like your example showing something similar to the ThreeDee example smile:)



SHADOWS?

What would be really good would be if it would be possible to use the Blast Shadows from ThreeDee or also Hard Shadows by jitspoe to give optionally to activate if you want to have shadows over the cubes to give them much more realism and greater effect although it would be slower, but as said you could have the choice to activate it or not.

HIGHER CUBIC STICKS OR MORE DIFFERENCE HEIGHT?

I want to suggest if it would be possible to be able to have also higher cubic sticks so there can be more difference in height between the cubes and some different effects of heights so one could be low and the next one much higher, or a rising grow from a small to a higher one
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
ThreeDee wrote:

When offset, it looks like this.




I like much your version of this cubes in different offsets and color and the shading and is well done, what I would like to see also if bigger differences

Quote
ThreeDee wrote:
The filter is somewhat slow as I made it a surface filter. On the other hand, this allows lighting changes.


I can suggest that the lighting and well done shadows could be optional, and so you could decide if you want with or without shadows, perhaps, you could begin designing the cubes shapes you want and then when you have got the right look you want you can activate the shadows and lighting for the final result.

Quote
ThreeDee wrote:
Ambient Occlusion for increased depth and slowness.




WOW!! This looks excellent and very well done, love the shadows and lighting and gives much better realism and great shading to each cube smile:) BUT the bad thing is that Filter Forge is slow processing the needed Ambient Occlusion smile:( smile:evil: and there is no hope that will change in FF 4.0 smile:cry:
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
smile:p do I have to explain what Ambient Occlusion does to make renders go faster? smile:p I'll hold it off on another thread / blog.

By the way for those of you who are nerdy enough you can use Wolfram alpha to do mathy stuff like what Uber was doing above. I donno, I never thought of using Illustrator to give me numbers.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase wrote:

do I have to explain what Ambient Occlusion does to make renders go faster?


YES, it would be very good and useful to know how to use the Ambient Occlusion in the best optimum way and optimizing it for speed and getting good quality lighting and shadows.

Thanks for sharing your knowledge and experience
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
ThreeDee wrote:
The important thing is that we're about 95% there on the way to Pin Art.


Look at this REAL and not virtual SCREW ART (like pin art but with screws instead)

Amazing 3D portraits made out of screws by Andrew Myers
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Would be possible to make also something like this figure shown in the first post?

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Instead of making the impossible figure in the above post, perhaps it could be a good idea to continue in the cube images already done like this one



BUT with the possible option to separate the cubes equally (as shown in the figure above) and leave air in the middle of the cubes

So it will show the cubes in the same way as seen in the image shown in this post BUT with the cubes separated.

Another example of cubes separated is found in the Voxel Art page (this is an interactive page where you place the cubes where you want)

http://voxelart.ru/

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
As shown by ThreeDee, the Ambient Occlusion gives much better realism and good shadows for the cubes although must pay the quality for the slowness.

This is the normal plain default one

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
And here is the same filter converting the result to a surface filter (putting both source and height the same), and adding custom Ambient Occlusion in the Lighting Tab.

I know that put the same source also on height is not the good way and can be done better, but was just a quick test.

This is with Ambient Occlusion active

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
lol when the filter itself produces pixely results, AO just looks inappropriate. Nice idea though.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase wrote:

lol when the filter itself produces pixely results, AO just looks inappropriate


Yes, you are right I have seen this too and is curious how this happens smile:) this is without any AA and a basic render and also this is perhaps wrong also as I have forced the settings high to have a higher difference from the original

And also would be better surely if the source and height was not the same, it would look much better as in the example of ThreeDee in the first post of this page.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
There is no more advance in this projects and challenges?

There are really well done and interesting and would be good to see more of this beauty
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase wrote:

do I have to explain what Ambient Occlusion does to make renders go faster? I'll hold it off on another thread / blog.


YES, it would be very good and useful to know how to use the Ambient Occlusion in the best optimum way and optimizing it for speed and getting good quality shadings, lighting and shadows in the best way, specially from a light director and proffesional like you.

Thanks for sharing your knowledge and experience

Quote
Skybase

By the way for those of you who are nerdy enough you can use Wolfram alpha to do mathy stuff like what Uber was doing above


This Wolfram alpha although I will have to see how to use it and what to search for the good results.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Hello, I have taken the first version of the Cuberism Grid Fixed that is on page 1 and have added color effects

This original, awesome and unusual filter has been created by uberzev

I have modified it to be able to have multiple colors and also give the effect of colors on the borders and make for example similar to neon borders without the glow.

Although there is only 3 colors you can get some more by mixing the colors with blend modes and will give different color even based on the same colors sources.

Also if you activate "invert" it you will have also different colors

To see how many things can be done I have made 36 presets

See the examples on the presets and how they are done.

Sorry that it does not work with images, only with plain colors. If anybody knows how to put images overlaid over each cube and still keep the shading, will be welcome to modify it, thanks

Cuberism Grid Fix with Colors.ffxml
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Here are 4 of the presets included in the above uploaded filter

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