Burt |
I used Smudge in a few things but don't truly understand it. I am playing with a 'greebely' type filter but having a hard time understanding what inputs will get me nice well defined blocks and elevation. I saw the 'noise buildings' filter and he seemed to get great height and flat tops. My results sometimes are good and sometimes not but laregely just chance and tweaking until something happens. So I am trying to 'raise' a simple square (attached). Can someone explain or show me a simple example of how to convert this into a simple, well defined (sharp angled) cube?
Hopefully the dumbed down explanation will allow me to apply it better. Thanks. smudge.ffxml |
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Posted: March 14, 2013 1:20 pm | ||
ThreeDee
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Here's my advice.
You can't really get totally clean edges with smudge as it doesn't really smudge at 100% density even at 100% density, so the best approach (as discovered by Sphinx) is to smudge the coordinates used by the Lookup component and use Lookup to distort the actual image. Some further notes in the filter itself. smudge.ffxml |
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Posted: March 14, 2013 3:39 pm | ||
Burt |
Thanks for the sample. I'm going through it now. I'm going to have to explore the Lookup component a lot more too it seems. Thank you.
[PS. Just noticed those disconnected controls were used to add instruction for me - thansk for that detail] |
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Posted: March 14, 2013 4:04 pm | ||
Burt | ||
Posted: March 14, 2013 7:12 pm | ||
Burt |
I have a followup question to this if anyone cares to answer and if it is possible. I am trying to use the basic operation from the file posted by ThreeDee above, but want to generate additional objects - say with the polygon tool- and then use the output from the Lookup component to smudge and then correctly orient these new objects so that they can be stacked on the original smudge results. So in the example above we have one cube, can a second or even a third smaller cube be stacked on top (something like this image) using the output of the existing Lookup component so as to use only one Smudge operation?
![]() Thanks. |
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Posted: March 18, 2013 1:32 pm | ||
ThreeDee
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You mean like this?
It is really a matter of what you feed into the smudge. It is really just a height map of sorts. smudge 2.ffxml |
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Posted: March 18, 2013 3:46 pm | ||
Burt |
Thanks for the response ThreeDee. Not exactly what I meant. It is a heightmap but correct me if I am wrong, the total max height of the 3 cubes will be the same as the total max height of 1 cube - white represents some sort of constant maximum height is that right? I want to build higher -so these buildings I might want to add an antenna or a cooling tower, or a gun turret looking things. So I want to do the max, then do it again and combine.
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Posted: March 18, 2013 5:17 pm | ||
Burt |
I posted this is another thread but you can see some solid white objects on top of these which I did by limiting the max color for the other structures but I was hoping to try some small solid white squares to get antennas, maybe try to get something that looks a little like pipes, and eventually skylights (and dare I hope windows though that would be another direction). Just enough to fool the eye a little more.
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Posted: March 18, 2013 6:09 pm | ||
ThreeDee
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With Max Trail set at 100, you can get the height all the way to the top of the image (Unless you touch the "Size, pixels" slider). It's not totally clean and you start losing small details, but it does work.
smudge 3.ffxml |
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Posted: March 19, 2013 2:58 am | ||
Burt |
I didn't realize that thanks ThreeDee. Dare I ask one mroe related question? There isn't enough info in the Help file about the LookUp component. Is it possible to say save the results of a Smudge of a Noise component in the Lookup and then use that LookUp to smudge a second or even a third Noise component? Basically wondering if it is possible to avoid using multiple Smudge components.
Thanks again. |
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Posted: March 19, 2013 10:20 am | ||
ThreeDee
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Yes, when done this way -- i.e. by Smudging the coordinate system for the Lookup component (those two gradients that are fed into the X and Y inputs of the Lookup), you can use the result for any number of image sources.
One Smudge to rule them all. smudge 3A.ffxml |
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Posted: March 19, 2013 11:17 am | ||
Burt |
Thanks a million ThreeDee. Just what I needed.
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Posted: March 19, 2013 12:33 pm | ||
Burt |
Well looks like I will be playing with this for a while so I uploaded the most basic version to the Snippets section of the Library -before I make changes and break it.
![]() I attached a copy of the filter and do have more Smudgy questions if anyone cares to answer - don't want to abuse. ![]() Right now the filter won't save a non-square image correctly - 600h x 1200w. I removed the one Rotation component because of what I read about Orthagonal view and it gets a little closer but still not right - besides I hate to lose the various angles but maybe that is unavoidable? I tried setting the various components XY Achor to Image Bounds thinking that might be to blame but the image then looks like a mountain range - all the 'city' definition is gone. My only thought is maybe I can 'trick' it by making a 1200 x1200 image then somehow doing a crop somehow before the render so the output image is 600x1200 (or 1200x600 never remeber which goes first). Thoughts? Greebleville.ffxml |
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Posted: March 19, 2013 8:45 pm | ||
ThreeDee
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I replaced the profile gradients with free gradients set to "image bounds" and set the Lookup component to "image bounds" as well. Seems that doing that with Rotate component doesn't have the desired effect; it rotates around the first square origin point, but otherwise looks alright.
Greebleville Fix.ffxml |
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Posted: March 20, 2013 2:55 am | ||
Burt |
Thanks for looking into this. I can't open the file - need newer version. Are you using the 4.0 Beta? I can recreate it using what byou said though so no worries. Thanks again.
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Posted: March 20, 2013 10:37 am | ||
Burt |
Yep. thanks that did it. Woohoo!
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Posted: March 20, 2013 10:52 am |
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