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Pluton
Posts: 2
Hi there,

Here is a link to two-part article on Procedural content creation in Oil Rush game and Valley Benchmark. We describe our experiance of using Filter Forge when creating the content for this products.

http://unigine.com/articles/130605-pr...eneration/
http://unigine.com/articles/131016-pr...neration2/

Enjoy it smile:)
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Great articles! Thanks also for sharing the .ffxml files. About some of your concerns with this program: In Version 4 (currently in beta), you can group nodes together for easier filter making. They can be nested as well as copied (instanced). Also, filter forge does cache bitmaps, but not anything else as far as I know. You're right, most computers have more RAM available that FF could (in theory) be utilizing.

To tell the truth, I discovered filter forge while searching the web for textures. I was "playing" a game called Cube 2 (Sauerbraten), which allows you to make your own "map", using octrees I think, and apply textures to faces. But now, I'd almost forgotten about 3d engines, instead spending my time trying to trick filter forge into rendering 3-d effects like perspective and lighting.
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Pluton
Posts: 2
Thanks for reply, Indigo Ray. Yes I saw that FF 4.0 can group nodes. This is great for reducing numbers of nodes in filters and make filter more understandable. But I would like to have ability of linking filters into another filter. It let us create more complex filters and use different existent assets.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
These articles are fantastic examples of what this program can seriously do. Very inspirational! smile:)
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Leo Fernevak
Leo Fernevak

Posts: 29
Filters: 14
Congratulations with the game and the simulations!

Writing extensive tutorials is quite a toil and I appreciate the work you have put down with your inspirational articles. The practical application of various graphical tools and methods to achieve specific results is always an interesting subject.

I am impressed with the water-simulation as well as the simulated sky:

Oil Rush Videos

What I like about FilterForge is the open architecture which lets you create your own filters fr om scratch, the freedom of using your own Lua scripts and the variety of different in-built nodes. The extensive library is helpful not only as a free resource, but also as an 'open tutorial' of filter artists wh ere you can learn different techniques of solving particular graphical problems and achieve desired effects. The node-based architecture helps you to think about graphics in an organized and sequenced manner, to find optimal solutions to a given problem.
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MKBreuer
MKBreuer
Posts: 126
Filters: 47
...I share the opinion of the other:...
...Great Articles, Great Work-Examples, Great Game! I love it!...+1 smile;)
Just simple, but not simpler. (A.E)
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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
Like marwyin have said, I also share the opinion already shared above and can say the same things

very long and very detailed explained and easy to understand with many screenshot to show it really well AND also is very good that you share and offer the real FF filters

Thanks and congratulaions for such awesome and amazing artistic work you have done and for making these well done articles
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Sneath
Sneath
Posts: 28
Filters: 16
I was trolling thru the forums and I came across this article. Thanks Pluton for sharing; I really enjoyed it and found the article very educational. Love the filters too!
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