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SpaceRay
SpaceRay

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I do not know if the title is right, but I do not know how to explain it the right way.

Skybase has shown in this thread Sharing Noise and specifically in Sharing Noise 003 filter, and more clearly in the filterMondrian by Skybase that you can put for example (it can be used with many components) a tile component, and then the result of it link it with the source of another tile component and the trick is to modify the settings of both so they are mixed, and then again you could if wanted put the result of this second tile into the source of a third tile component and change again the settings.

Here is an example of what I mean with Pavement component, where each one have a slightly different setting.

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SpaceRay
SpaceRay

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And also can be used with source images in the first component

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SpaceRay
SpaceRay

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You can use others components that could work in this way, for example the noise components too.

For this I will use what ThreeDee have shown in this thread Off the Deep End with ThreeDee when he have shared the filter "Blur and Threshold Patterns Snippet.ffxml"

And is to use Threshold to be able to mix this noise components in a better way to get black and white patterns

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SpaceRay
SpaceRay

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Here is the above stones filter if anyone wants it, I have added some controls but beware of the threshold values you choose as these would need some remapping but depends on the values you choose to make it from the other components, so it is up to you to choose the right values. You can also test to modify any of the other stones components inside Filter Editor

Try to replace the 3 stones components with any other 3 same noise components to make different patterns.

This is only for FF 4.004

Stones multiplied to get pattern.ffxml
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SpaceRay
SpaceRay

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With the above filter you can´t use an external source for stones as they will be deleted when entering the threshold, so for using images to replace the black or white part you can link the external image to the last threshold component and to the Low or High setting.

Here is shown both results when using Image in either low or high of the threshold

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SpaceRay
SpaceRay

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And here is the filter with this image added, read the about in the filter

Stones multiplied to get pattern with Images.ffxml
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SpaceRay
SpaceRay

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Also instead of having only the main image source, you can add a color control to the unlinked low or high and be able to mix 2 images with the pattern

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SpaceRay
SpaceRay

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I have seen that this also works with the Kaleidoscòpe component to get even more weird results modifying the setting of each of the components

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SpaceRay
SpaceRay

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And also you combine 3 stones (or any other 3 same noise components) with 3 kaleidoscopes after and get even more weird results

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Skybase
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Now try using loops with it.

Note: I don't take credit for the method. It's been something that's been done so many times. smile;)
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Skybase
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Functionally you can do something of this nature by structuring stuff multiple times.

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SpaceRay
SpaceRay

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Quote
Skybase
Now try using loops with it.


Oh, yes, would this give the same effect? Probably yes. But I am still struggling to understand and learn how to use the loops, so I can´t do it now.

Although I do not think that increasing the iterations beyond value 4 would be good, as probably would become a mess, although I do not know, perhaps depending on what components you use to build it and the settings.

Quote
Skybase
Functionally you can do something of this nature by structuring stuff multiple times.


Cool and good, could you explain and tell how you have done this? Only if you can and want, and not if this is something secret that you want to keep for you, and I would understand it right.

Quote

I don't take credit for the method. It's been something that's been done so many times


Yes, if you say it, then is not something you have created for the first time, but for me is the first time I have seen it inside a filter, so I have given you the credit.
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Skybase
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Basically what you're doing with the kaleidoscopes but with loops and some more fancy.

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Skybase
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Let me explain some of the things that's happening: basically you've already nailed 50% of the filter (the core of the filter that is). You hooked up 3 kaleidoscope components, you can basically do the same by passing it through a loop component. See the ffxml attachment, I made your life easier. The fun part is how you get fancy with it. For example, you can blend the previous iteration and the current iteration using a blend component, which you can then generate alternative results from.

What you're doing in this thread is the key idea to how a loop works. You nailed the idea of it as far as I see it.

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Although I do not think that increasing the iterations beyond value 4 would be good, as probably would become a mess, although I do not know, perhaps depending on what components you use to build it and the settings.


Hold your horses, that's something you gotta try and find out!

Kaleidoscope Looped.ffxml
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Skybase
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*ahem* excuse me for posting a bajillion times because this is kinda like one of those threads that's going somewhere worthwhile.

Ok, so your first post in this entire thread began with you hooking up multiple pavement components. Yup, so expanding on that same idea, try it with loops. And going back to the Mondrian thing... if you loop the pavement component over 10 times.... you get crazy fractal-like results.

My user gallery thread has several more examples of that kaleidoscope images.

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SpaceRay
SpaceRay

Posts: 12299
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Thanks very much for explaining and making the kaleidoscope loop filter, and this seems to be easier than what I thought, and what I have been trying myself before, perhaps because you have not used any of the other available slaves components for loops

There is something I still do not understand, or maybe I do not catch it, the main thing behind this 3 components groups is that each one has a slighty (or whatever) different setting and so when mixing all 3 in this way shown above, is where the "magic" happens, and as far as I know if you use the loops, you are not getting multiple versions of the same component with different settings, you make a variation of one setting many times, so it multiplies but I do not see that is the same effect or even simlar to this one shown here, or maybe I am understanding loops wrongly and is not this way.

Quote
Skybase
Ok, so your first post in this entire thread began with you hooking up multiple pavement components. Yup, so expanding on that same idea, try it with loops. And going back to the Mondrian thing... if you loop the pavement component over 10 times.... you get crazy fractal-like results.




WOW!! My heart has been hit and I am falling much in love with this cubes "fractal like" result you have done. smile:loveff: smile:loveff: This is really awesome how you have got so many tiny cubes and rtectangles in so many different sizes and so well arranged.

And you mean that this jewel of design has been only done by looping the pavement components multiple times and up to 10 iterations???? smile:?:
Or do you mean replacing the Tiles in Mondrian filter with pavement and then use loops?

Well will have to try and see what I can do and if can get something like this diamond and gold treasure you have done here

This remembers me to the tight packing algorithm used in Processing language as shown in this thread --> Compilation of Random Space Filling Tiling articles for FF Filters



But it seems that your version here is even better than this one and I like it more

Quote
*ahem* excuse me for posting a bajillion times because this is kinda like one of those threads that's going somewhere worthwhile.


You not have to worry, you are totally free and allowed totally to flood the thread if you want, and is useful and good, and worthwhile what you post.
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SpaceRay
SpaceRay

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While I am trying and experimenting with Loops I had also the idea to mix similar components, so I have put one pavement, then one tiles and then again another pavement and got a curious result as shown below

I think that also would be good to try Tiles - Pavement - Tiles

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Skybase
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Quote
There is something I still do not understand, or maybe I do not catch it, the main thing behind this 3 components groups is that each one has a slighty (or whatever) different setting and so when mixing all 3 in this way shown above, is where the "magic" happens, and as far as I know if you use the loops, you are not getting multiple versions of the same component with different settings, you make a variation of one setting many times, so it multiplies but I do not see that is the same effect or even simlar to this one shown here, or maybe I am understanding loops wrongly and is not this way.


A loop does the same operation multiple times. This means the only way to control a certain parameter is by using one of the special loop items: position, iteration, and random. These are intended to generate certain values when we iterate each step. For example, the random component gives us the ability to get random numbers for each iteration. You can plug in the random number into any of the green connection inputs.

However, control inputs aren't part of this, in other words, you can't do anything about the gray inputs.

The Kaleidoscope component is unfortunately quite limited when it comes to use with loops. However, you can always get a bit cleaver by applying various distortions and perhaps even a bit of math. The point being, you kinda need to get around it by constructing your own feature set.

Quote
Or do you mean replacing the Tiles in Mondrian filter with pavement and then use loops?


The components that do patterned tilings all behave similarly: bricks, pavements, tiles components. So you can replace tiles from Mondrian with pavements or bricks and get alternative results. I just stuck with tiles because it was the most generic. And yup, I used the loop component on it and that's really all there is to it.

You can get very creative with just a couple components. In some of the examples I'm using less than 10 components to achieve the base result. Then I just build some extra detail.
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SpaceRay
SpaceRay

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Thanks for explaining it and I understand it now, and is think that the best of loops is to use the additional slave components to get more done than just the simple version.

Quote
The Kaleidoscope component is unfortunately quite limited when it comes to use with loops. However, you can always get a bit cleaver by applying various distortions and perhaps even a bit of math. The point being, you kinda need to get around it by constructing your own feature set.


Well, I have found that is great and have a wide potential when using it with loops and you can also put 2 or 3 kaleidoscope components with loops. I could use distorsions but not add any math as I can´t use them in FF.

Quote
Skybase
The components that do patterned tilings all behave similarly: bricks, pavements, tiles components. So you can replace tiles from Mondrian with pavements or bricks and get alternative results. I just stuck with tiles because it was the most generic.


Yes, is true, I have seen that they are the same, and what is different is the seed and end result, but behave in same way, and is also the same with all the noise components.

I agree that the Tiles, is the best one from these 3, as is more generic and less packed or fixed result.

Quote
And yup, I used the loop component on it and that's really all there is to it.


Well, I have tried to use Loop with Mondrian filter, but I am getting weird and unusual results, perhaps is because I do not know and can´t figure out how to connect it with the loop component and use the slaves, I mean what components should be inside the loop and which ones outside. I have made 3 experiments without success.

BUT instead of trying to get this lovingly and wonderfully beautiful you have got with loops I have discovered that if I increase the Repeat H and Repeat V in Mondrian filter I can make the tiles and rectangles smaller and is in some similar way an alternative to this you have done

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Skybase
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Quote
BUT instead of trying to get this lovingly and wonderfully beautiful you have got with loops I have discovered that if I increase the Repeat H and Repeat V in Mondrian filter I can make the tiles and rectangles smaller and is in some similar way an alternative to this you have done


I limited those because the tiles got too small and became harder to control, especially when designed to use with the next-variant button. Given the nature of how that repeat function works, when the next-variant button is used, there's this bias where you'd get a likely chance of more "medium-to-small" tiles than a fair distribution of "big-medium-small". So that was just a design factor.
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SpaceRay
SpaceRay

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Quote
I limited those because the tiles got too small and became harder to control, especially when designed to use with the next-variant button. Given the nature of how that repeat function works, when the next-variant button is used, there's this bias where you'd get a likely chance of more "medium-to-small" tiles than a fair distribution of "big-medium-small". So that was just a design factor.



Thanks for explaining why this setting was reduced to only 5 values, and I understand well your reason of doing it, and agree with you that when using "next variant" button on my own version, is true that is difficult that it chooses to show big tiles and the random have more chance to medium and smaller ones.

Quote
Skybase
And yup, I used the loop component on it and that's really all there is to it.


I have seen again your very well done Loops video tutorial, and have also seen the FF website information about loops and how it works and the limitation it has, because I have seen that there are some things that you can´t do as you can only use the available green links on components and none of the grey or blue.

I know that you used loops on mondrian filter, but the question is how and where did you use it smile:D , what components are involved in the loop and what links are connected, because in the Tiles components none of the green links have any relation with size of tiles, it is on grey, and also that ouput links can be many, but input link is only one, and so if you disconnect one to connect the loop to it must have some similar effect, or maybe the trick is to use the groups component because it adds external aditional input links

DISCOVERED THAT YOUR LOOPS TILES CREATION GIVES IRREGULAR DISTRIBUTION

I have told you above

Quote
BUT instead of trying to get this lovingly and wonderfully beautiful you have got with loops I have discovered that if I increase the Repeat H and Repeat V in Mondrian filter I can make the tiles and rectangles smaller and is in some similar way an alternative to this you have done


But now looking at both more closely and more the details, I have seen that they are not at all the same, because all the mondrian filter results give always regular tiling inside horizontal lines, and none of the lines go up or down in the SAME ROW all keep inside the same straight horizontal line, AND when you look at the Loop Tiles they have random and irregular distribution and does not follow any horizontal line.

THE LOOPS VERSION HAVE MORE DIFFERENCE IN SIZES TOO

I have also seen that when looking at the loops version you can see a much wider and bigger difference of tiles sizes than what you can see in the mondrian filter result that are more regular and with less variation.

So know I know why I felt in love with your Loops example and do not love much my own version when modifying the Repeat H and V to 15 value in Mondrian filter, although is good and I like it too, is not at all the same as yours that is much better.

Although I do not know if your Loops version can be used also with included images or only with plain colors.

Mondrian Repat HV Vs. Woop (Mondrian with Loops)

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Skybase
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Nooo... those two examples are different items. Mondrian uses tiles component, the other one uses pavement with a different setting. The resulting pattern in the end is different and won't line up! I get what you mean, but it's not the same!

Quote
THE LOOPS VERSION HAVE MORE DIFFERENCE IN SIZES TOO


No, looping isn't causing that. What's causing further complexity is simply because the loop component is repeating the same operation multiple times. You can get the same effect by stringing the same component multiple times (for example 10 pavement components with the same seed number = the same result as a loop set at 10 iterations.)

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I know that you used loops on mondrian filter, but the question is how and where did you use it smile:D


Wellp SpaceRay, this is where I feel like I'd rather have you discover that than me spoon feeding you answers. In fact, let me hint you: the answer/hint is right in this thread. You don't have to look anywhere else.

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Tiles components none of the green links have any relation with size of tiles, it is on grey, and also that ouput links can be many, but input link is only one, and so if you disconnect one to connect the loop to it must have some similar effect, or maybe the trick is to use the groups component because it adds external aditional input links


You're thinking waaayy too hard before you even try. smile:p It's simpler than you think. *gasp!*

Just to make it more entertaining, you got 1 week. Good luck.
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SpaceRay
SpaceRay

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Quote
Skybase
Just to make it more entertaining, you got 1 week. Good luck


1 week? I better make it in half an hour! smile:D as you can see here below

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SpaceRay
SpaceRay

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And you were right that was much easier than I thought and I was making it more complex than it really is, BUT the biggest thing that I did not know and I was getting a mess and weird and bad results is because I was making it with Pavement repeating with different settings, and when I tried the loops with Pavement it went bad because I had a high mortar setting and other different values that were wrong so all was like a mess.

The trick (and magic) is to have 10 exactly SAME pavement with SAME settings and very important to have mortar width value of around 5 and all in Basket Weave, and jumble mode with only repeat value of only 1 and chaos 15 and all the other at zero.

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SpaceRay
SpaceRay

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I have been able to solve it and find the solutions thanks to your well done last explanation that made me go the right way

I mean this

Quote
Skybase

Nooo... those two examples are different items. Mondrian uses tiles component, the other one uses pavement with a different setting. The resulting pattern in the end is different and won't line up! I get what you mean, but it's not the same!


OH, I see, I got it wrong and I was trying to use the mondrian filter with tiles and did not work, and was because it was not this way at all, you did NOT use mondrian filter at all smile:blush:

Quote

Quote
SpaceRay

THE LOOPS VERSION HAVE MORE DIFFERENCE IN SIZES TOO



No, looping isn't causing that. What's causing further complexity is simply because the loop component is repeating the same operation multiple times. You can get the same effect by stringing the same component multiple times (for example 10 pavement components with the same seed number = the same result as a loop set at 10 iterations.)


This has got me in the good and right direction and I found what it was wrong

Thanks very much
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Skybase
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Most of what I do isn't even complicated. It's just designed to function correctly and make designed results. Glad you got the idea at least.

Fun and easy!
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SpaceRay
SpaceRay

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Here is the filter if anyone want to use it
I think this has a great potential and can be further developed, and will see what can be done

This filter is For FF 4.04

10 Pavements Joined.ffxml
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Skybase
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Oh so you didn't use loops to do it, also not part of the Mondrian filter! smile:p
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Skybase
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This means my "homework" is still up in the air!
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SpaceRay
SpaceRay

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I have done it with Loops

Sorry I have not done it before as I had to go and was busy until now

This is very simple and thanks to you that I now understand it and know it better and can use it more

Now I will modify it to have more control over it and also add more options

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Skybase
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Excellent! Now design something around it instead of just doing that smile:p
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SpaceRay
SpaceRay

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Thanks to you and your help is that it has been possible

Well I have the idea of making a multiple filter that could include ALL of the components, I mean pavements, tiles, bricks and also a combinations between them using a switch and add controls to customize each one (would be one control for all of them as it would be only one each time) and then be able to choose whatever you want, and have also discovered that if you change the mortar color with "allow images" and rise the iterations more (it becomes too complex) until it looks like the original image is shown again but with glitches.
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SpaceRay
SpaceRay

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What is funny and now I laugh at it is that I completely misunderstood it and really was trying to apply the loops to the original and whole mondrian filter, and after trying different things, and some possible alternatives, I could not figure out and find a way to use loops inside your mondrian filter. smile:D smile:D Well the problem was that was really wrong and was MUCH simpler than all this

By the way, the above loop is from a filter I made with loops from the example given by Vladimir Golovin on Loops page

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SpaceRay
SpaceRay

Posts: 12299
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Well here I have made a beta version of the filter I wanted to make with multiple components sources

Please, if you think there is something wrong, or something can be made better or a way to optimize it, you can tell me as I am open to any suggestions and ideas.

I know that this is not very "next variant" button friendly, but it works sometimes.

In the about tab I have put

Quote
You can sel ect the source component

1 - Pavements
2 - Bricks
3 - Tiles
4 - Pavements + Bricks
5 - Pavements + Tiles
6 - Bricks + Tiles
7 - Pavements + Bricks + Tiles


Also you can colorize and change the original source color by changing the Hue, lightness and Saturation that is multiplied by the loop.

I added also in the mortar color the option to allow images that will give a very different result fr om having only plain colors, just try and experiment with it

Also have added 12 presets with some possible combinations and results

Floor components Loop.ffxml
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Skybase
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Iteration count should be limited down from 50 to something less, there's almost no point with that iteration count provided the way jitter's offsetting the internal material. Also, this is one of these "subjective conflicts" I have. The appearance of these really tiny chipped pieces and fragments just look like errors than something designed. Not like I'm against that, the chipping appearance serves less of an appeal.
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SpaceRay
SpaceRay

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Quote
Skybase
Iteration count should be limited down fr om 50 to something less, there's almost no point with that iteration count provided the way jitter's offsetting the internal material


Yes, I agree, is true that the iteration must be lim ited as when is higher it gets messy and bad, and considering how the filter works.

Quote
Skybase
Also, this is one of these "subjective conflicts" I have. The appearance of these really tiny chipped pieces and fragments just look like errors than something designed. Not like I'm against that, the chipping appearance serves less of an appeal.


I agree with you also here, as the tiny chipped pieces and fragments are not really nice, and as you say is more like glitch errors than something made specifically designed for this. I do not like much either and would be better to have it clean.
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SpaceRay
SpaceRay

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Here I have made another test and experiment mixing Pavements + Tiles + Pavements and adding Hue range to each one separately, and also using remapping to limit the mortar width.

This is a very simple version with few controls.

I like how this filter can convert a photo into something very complex and very different from the original source

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SpaceRay
SpaceRay

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Here below I have uploaded the filter that I have used to make this one shown above.

If you use lighter images is better than dark ones

------------------------------------

I have also found this artwork that could be something done in some similar style by the artist Arancha Goyeneche

Example shown here

And also this other one


Pavements Tiles Pavement.ffxml
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SpaceRay
SpaceRay

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Until now I have used this idea for the following components:
Pavements
Bricks
Tiles
Kaleidoscope
Also works with some (or all ) of noise components

BUT I have just seen that there MORE useful and interesting uses doing the same as I have put in the title of this thread

Idea of using component result as source for same component

I mean that this can be used possibly with many others components and get good and useful results, I wonder:

How many other components can benefit and be worth to try this idea of joining more than one component using the source of the same component?

I know, probably, the answer is, go and try yourself them smile:D

USING THIS IDEA WITH DISTORTION - by Uberzev

See this thread --> Make nicer distortions





And as said by uberzev this can be used also for refraction and here below is an example

USING THIS IDEA WITH REFRACTION - by Betis

from this thread first page in the middle The Disquisitions of Betis



I will try and see what more components can be used in this way, please if you know any other component that can have a good result using this idea, would be good to know it, thanks
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Skybase
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Ramlyn
Ramlyn

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Very nice topic.
I'm going to use the idea of "10 Pavements Joined.ffxml" for a new filter. smile:)
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Ramlyn
Ramlyn

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Preset 1 :

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Ramlyn
Ramlyn

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Preset 5 :

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Ramlyn
Ramlyn

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Preset 6:

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LexArt
LexArt

Posts: 256
Very nice, cool and interesting idea to make it this way, I thanks to SpaceRay, Skybase and Ramlyn for all the comments and ideas. Like it much

Now that these Pavement and tiles have been updated I wonder how different this can be, will have to try and see what happens

Quote
SpaceRay wrote:

You can select the source component

1 - Pavements
2 - Bricks
3 - Tiles
4 - Pavements + Bricks
5 - Pavements + Tiles
6 - Bricks + Tiles
7 - Pavements + Bricks + Tiles


I wonder if this idea and technique works only with Pavement, Bricks and tiles or it can be possibly used other components in the same way, maybe I have to try myself if this can be done with other components like Polygon and Ellipses, or with any of the noise components
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