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Joost H
Posts: 6
I'm quite new to Filter Forge and I'm trying to get my head around how to create "repetitive concentric circular gradient" as I would call it. I've added an example of what I mean(manually created in PS). I need to be able to adjust the number of circles. The purpose is to use this a basis for a circular halftone filter.

Any pointers? Any suggestions?

Thanks in advance!

Joost

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Joost H
Posts: 6
I've pretty much sorted this out myself by using a trick borrowed from http://www.filterforge.com/filters/10577.html
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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
I know that there was a snippet that can make concentric circles like this, but I am sorry that at this moment i do not know where it is, if I find it i will put it here
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ddaydreams
Frank Hawkins
Posts: 412
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Go to this page

http://www.filterforge.com/forum/read...ssage54944

Scroll to the post that was Posted: May 10, 2008 4:40 am
There's a concentric circle maker ffxml file. just circles, not gradient
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Here are some methods to achieve concentric circles in FilterForge. Each of the methods have advantages and disadvantages so I thought I'd discuss some of that.

Method 1: Ellipse component - creates a circle, it doesn't break seamless tiling, but you can't move it in X and Y directions nor create a radius larger than the value of 100 (or 1)

Method 2: Free Ellipse component - Similar to the ellipse component but purposely breaks seamless tiling, allows you to move the circle anywhere you want (even off the screen), and lets you have any radius.

Method 3: Free Gradient - The free gradient lets you set the gradient X and Y starting and ending points, radial gradient was used. We can also remove the "black parts" by setting continuation from "flat" to "mirror" or otherwise. (This is probably what you're looking for).

Method 4 and 5 are just alternative ways. I can mention a bunch of reasons for doing those, but I think the 3 methods above should suffice.

Hope this helps!

Do note: a lot of the snippets are going out of date. Most of them exhibit stuff from 1.0 which lacked a lot of modern capabilities including the freedom to position anything anywhere and having the ability to break away from seamless tiling. [Clarifications] In effect, snippets are still a good resources. They're valid construction as far as it goes, but there are nicer / easier ways of dealing with complex shapes now smile;).

Concentric Circles.ffxml
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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
I remembered that there is a filter with concentric circles simulating a big lollipop

Lollipop by Poly77

Thanks Skybase for all your suggestions, good to know about different ways to do it

I have another possible method and is to make gradient stripes and then use the Polar Coordinates filters to make the circles.

Quote
Free Ellipse: Similar to the ellipse component but purposely breaks seamless tiling


Well, while is true that the Free Ellipse is a non-seamless component, it not always break the seamless tiling, and can test it activating the override seamless tiling. I know it because I had a filter with many Free Rectangle, Free gradients and thought it would not be seamless, but when activating the override it did work right, although of course that it will depend very much on how the filter is built
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Joost H
Posts: 6
Thanks all for the great response!

@SpaceRay

Quote
I have another possible method and is to make gradient stripes and then use the Polar Coordinates filters to make the circles.


This is indeed what I figured out. It does what I need.


@Skybase

Quote
[Method 3: Free Gradient - The free gradient lets you set the gradient X and Y starting and ending points, radial gradient was used. We can also remove the "black parts" by setting continuation from "flat" to "mirror" or otherwise. (This is probably what you're looking for).


This is an even more elegant way to achieve a very similar result. However in this method I struggle how to create simple input sliders, as the line width is indirectly determined by (End x - Start x). I've figured out yet how I can do some simple algebra.... Perhaps any further pointers for this humble beginner?

Joost
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
Well, while is true that the Free Ellipse is a non-seamless component, it not always break the seamless tiling, and can test it activating the override seamless tiling. I know it because I had a filter with many Free Rectangle, Free gradients and thought it would not be seamless, but when activating the override it did work right, although of course that it will depend very much on how the filter is built


Here's the catch: if you throw any of those free components into anything that generates seamlessness, then the output would be seamlessly tileable. For example, if you plug a free ellipse into kaleidoscope, the output is seamless but bound to specific ratios. Non-seamless tiling components themselves, as the name suggests, doesn't accomplish seamless tiling on their own.

Related help page
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
This is an even more elegant way to achieve a very similar result. However in this method I struggle how to create simple input sliders, as the line width is indirectly determined by (End x - Start x). I've figured out yet how I can do some simple algebra.... Perhaps any further pointers for this humble beginner?


Do you mean like offsetting the output in x and y coords?

Something like the screen cap below?

Note: while at it, I also recommend checking this page out on XY anchors. They're pretty key to how your filter would behave.
http://www.filterforge.com/more/help/...Works.html

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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
Cool and good way to make simple concentric circles you have shown in the post here above, like it, I still have very little experience using all the many curves available that are very useful for many things

In the filter Lollipop by Poly77 is used another curious way that is also interesting

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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
I have found also a filter I have fr om Indigo Ray wh ere is shown an alternative way to make gradient shading concentric circles.

Here is the filter for FF 3.0

Concentric Circles.ffxml
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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
Here is the some possible result for the above filter uploaded

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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
Apart from the 3 posts above here I have also another different way I have done using the Polygon component and overlaying the circles but this works best with solid colors or images loaded than with gradients

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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
And here is the filter for the example shown above made with the polygon component

Colorful Concentric Circles.ffxml
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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
Above I have suggested to make the concentric circles using Polar Coordinates, and here is the filter I have done to show how this can be done

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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
And here is the filter for the example shown above made with the well done Polar Distort by CFandM

Colorful Concentric Circles Polar.ffxml
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Should note that the best input for "elevation" for "elevation gradient" should be black and white, not red.
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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
I have seen that there is also another alternative way made by Ghislaine in her GF Geometric effect on photos by Ghislaine see the preset 8 shown here below



Quote
Skybase

Should note that the best input for "elevation" for "elevation gradient" should be black and white, not red.


Oh! I just copied and pasted how it was done exactly in the original filter, and I did not notice that the feeding of the elevation gradient was red, and also did not know that this was important, thanks for the tip, good to know.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I think I mentioned that to you somewhere else on these forums. Basically black and white is controllable compared to having all RGB values to deal with. smile;)

Speaking of concentric circles.... I dug out one of my past filters.

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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
Apart from all the methods shown above, is there possibly another posible way not shown here?

I am asking this because I want to have some circular stripes with VARIABLES sizes of the stripes, and as far as I know is not posible to do it with any of the methods above, or I do not know how to do it, I have tried some ways, but none of them work

What I mean with Variable sizes is that you could control with a slider (or two) that the stripes does NOT have exactly the same width, and so you could random different width sizes

As you can see on all the images shown above all the concentric circles have the same width,



With the Colorful Concentric circles I have uploaded just below the image shown here you can customize the size and width of the circles BUT:

1 - You have to do it one by one for each circle with it´s own slider

2 - As they are not related to each other you can´t easily resize without having the problem of overlapping or hiding the circles with some settings, and you MUST resize them in the same order as they are shown, and using the remapping does not work in a sucessful way.

3 - and more important you CAN´T use images that follow the circular stripes, as this method is using frames to make the circles, so any image loaded will be shown as a plain image and only the part of the circle viewed as shown here below

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Let me make your life easier! smile:)

Simple method. It behaves.

Concentric Circle Variable.ffxml
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I think I'll try to cover some ground on the topic. Some of the filters I've been seeing here in the library as well aren't exactly "dynamic" as they should be.

As much as I prefer to see people figure this stuff on their own and expand their ideas, I think I could leave some help around. Also, I'm personally getting extremely bored of non-dynamic, static filters that can only work in some ways. smile:devil: hehe
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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
Quote
Skybase

Let me make your life easier!


Thanks for the help and alternative way to do it, will see what I can do with it

Quote
Simple method. It behaves


Sometimes there are different alternative ways to make the same or similar things, and sometimes something complex can be simplified doing the same in another different way, the important thing is that it behaves right and gets the result done
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
Sometimes there are different alternative ways to make the same or similar things, and sometimes something complex can be simplified doing the same in another different way, the important thing is that it behaves right and gets the result done


Actually simpler the better in the case with anything really. You basically just wanna avoid creating a bunch of variables that you gotta deal with manually. No need to change each and every x value, just gotta change one is the way to go.
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