Aivar
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Posts: 13 |
I understand that the creation of filters occurs spontaneously. If the filter is turned on something similar - it's good. I do not like this.
1. If I have directed the idea, for example, to create the sand, I would like to easily implement it? 2. I have a texture in the picture, I would like to implement it as a filter in Filter Forge. 3. Textures filters should not look styryl, synthetic, so you need to somehow implement the spread of different elements on the tiling. |
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Posted: September 2, 2014 9:53 am | ||||||
Skybase
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No, filter creation doesn't occur spontaneously unless you suddenly have a really good idea of what you want to make.
1. It depends on the level of detail you're seeking. The more realistic: the more difficult and the more challenging it'll get. The less realistic: easier and quicker. It also depends on what you're looking for. This is up to your reference and having some kind of clue / goal to where you're going would help you "implement" things smoother. But it does take some level of understanding. 2. I don't know what exactly you mean but if you're looking for recreating textures referencing a photograph, you absolutely can. 3. I guess you're looking for something realistic? Seems like a bunch of interpretations here. May need more clarification. This post should be in a different forum. |
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Posted: September 2, 2014 10:35 am | ||||||
Aivar
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Posts: 13 |
1. thing I meant to make it easier and more logical to create filters, and about the sand is just an example. There are too many ways to create something to choose the right path. If you look to filter editor, or rather any ingredient in it, it can be derived at the output of multiple connections, ie unlimited Number of times, for me it is very difficult, since I'm used to the direction of the tool is clear. In general, I need to simplify the process of creating, perhaps even the reduced opportunities, only to make it easier to create. By the way it's in the interests of the developers of the program, so that more people were interested in this program, and I can assure you such a lot, they just look at the filter editor, and simply abandon the program because to create a good filter, without the long weeks of the study does not work.
2. I had in mind: - I have an image with texture. I had a desire to make this jigsaw pattern in Filter Forge as a filter, 1:1. I think that at the moment this has never been done before, and I think it does not really do it. 3. I mean that just take any texture of the modern game, and compare with the filter of the Filter Forge, and you'll understand what I'm saying. Filters (textures) of the Filter Forge look too styryl, debris and dirt. Although I maybe too nit, because filters From Filter Forge is not designed for games, and more for visualization in 3D. |
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Posted: September 2, 2014 11:53 pm | ||||||
CFandM
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I'll post where I posted before about this subject...
http://www.filterforge.com/forum/read.php?TID=8329 btw there is a puzzle filter...and with any software there is a learning curve.... http://www.filterforge.com/filters/9792.html http://www.filterforge.com/filters/1324.html Stupid things happen to computers for stupid reasons at stupid times! |
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Posted: September 3, 2014 2:53 am | ||||||
Skybase
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I think a lot of people experience that. But I also think there's just nothing simpler but complicated than FilterForge. It's a pretty deep tool. The thing is, I always tell people just don't aim high first. You may have yourself something too complicated to begin with. For example, in this thread you mentioned puzzles, which have a very specific shape and form and the way they interlock is quite complicated. Where as your other example, "sand" is actually easier given it's really just a noise pattern. The idea is this: think simple. Break the texture down to its extreme basic components and work your way up the detail ladder. And technically this is how we make things in FilterForge. 2. Mentioned by CFandM.
What's on the FilterForge website is user-submitted work. It's a display of people making stuff with FilterForge, and not necessary geared towards a specific industry. When you say "not designed for games" that's like saying "Photoshop was not designed for architecture." FilterForge does not specify an industry it's in. You can use FilterForge for game texture creation, illustration, design, photography... etc etc... it's very broad. So saying that it wasn't made for games is just not true at all! ![]() |
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Posted: September 3, 2014 4:47 am | ||||||
GMM
Moderator
Posts: 3491 |
Most top-level gamedev studios have purchased Filter Forge licenses. Quite a number of recent games utilize FF-made textures, though sometimes they may be difficult to recognize. |
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Posted: September 3, 2014 7:08 am | ||||||
Aivar
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Posts: 13 |
As for games, I can not quite right, maybe that 's something all the same use of the filters, to create what some not complex surfaces, such as napkins, curtains, ie textile texture in Filter Forge are not bad, but nothing more.
I'm more interested in how to create the desired filter? For example, I have a fine texture in the head, or in pictures, and I need to implement it as a filter in Filter Forge. Is it possible to do this? |
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Posted: September 3, 2014 8:39 am | ||||||
Skybase
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Well I mean... how do we suggest you anything without references to start with?
What exactly is your goal and what exactly are you interested in making?
lol you seriously don't know the power of FilterForge. |
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Posted: September 3, 2014 8:43 am | ||||||
Aivar
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Posts: 13 |
For this program, I've been watching 5 years, and 5 years ago I was trying to create a filter, but to no avail. Of course, I have not studied deeply Function of the filter editor, but I do the whole process of any filter, seemed very complicated, not predictable.
Skybase - Use these links I will try to do something, but the fact is that I need really cool texture, rather than those that are made for them to be. And just then, and everything becomes clear. Filter Forge was created to make filters, not texture. Filters resemble texture, and who lack this quality, he can use these filters. But the cool texture create each separately. I have a question:? - Whether in Filter Forge to create a texture of almost anything? |
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Posted: September 3, 2014 9:38 am | ||||||
CFandM
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Guess there is some translation problems using google..
![]() You can create almost any texture in Filter Forge...It depends on how complicated the texture is and what you want to incorporate into that texture that makes it an easy process or a in-depth and hard (time consuming) to make filter.... Post some examples of textures you are trying to create or a reference to what you want to accomplish.....Another way to figure out how to make them is open up other filters and learn how those were made.......No matter what you do or want to do you are going to invest some time just for the learning how to make filters aspects.... This is true in any software thou...You can hold a paint brush and put it on a canvas but you are not going to paint a mona lisa without some time put into the craft... Stupid things happen to computers for stupid reasons at stupid times! |
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Posted: September 3, 2014 9:59 am | ||||||
Aivar
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Posts: 13 |
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Posted: September 4, 2014 3:09 am | ||||||
CFandM
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You can use the profile gradients for this one..
![]() ![]() Stupid things happen to computers for stupid reasons at stupid times! |
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Posted: September 8, 2014 7:58 pm | ||||||
Skybase
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Ooo dear, I forgot to reply to this one.
Absolutely doable in FilterForge. CFandM has the point: use gradients! |
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Posted: September 8, 2014 9:21 pm | ||||||
ThreeDee
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Often it is easier and faster to start with a texture in the library that is similar to what you want and modify it to fit your purposes rather than build it from the beginning.
For instance, here's one that is similar to what you are looking to create: Brushed Aluminum by Betis. |
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Posted: September 10, 2014 5:05 am | ||||||
Aivar
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Posts: 13 |
There is nothing complicated to use gradient profile in FF, I know, but the fact is that there is a trick. This sheet has a machine- rolled aluminum, so if you look closely, you see the pattern of the rental. That's the difficulty. But I think that still it can be repeated in FF if have any experience in the construction of the filters.
This texture I gave just as an example, knowing that it is not complicated. I have a desire to do more complex textures, for example - stone, fire, earth, soil. About the fact that you can use my texture as a pattern in FF 's what I thought, but there is one problem - the images are imported into the program have their native resolution, and an increase in converted into pixels, and I just want high resolution. For yet this can only be achieved by building the entire filter on the noise type Perlin noise. Here then are of giant proportions. |
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Posted: September 10, 2014 7:02 am | ||||||
CFandM
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Here you go....Use the profile adjustment for the pattern.........Be careful with the scale in the loop.....
Gradient Loop.ffxml Stupid things happen to computers for stupid reasons at stupid times! |
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Posted: September 11, 2014 6:10 pm | ||||||
CFandM
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Posted: September 11, 2014 6:13 pm | ||||||
CFandM
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Posted: September 11, 2014 6:58 pm | ||||||
Aivar
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Posts: 13 |
CFandM: Thank you, this filter is approximately similar to my texture. It will be necessary to examine the construction of the filter in the editor.
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Posted: September 11, 2014 7:51 pm | ||||||
CFandM
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You are welcome...
Stupid things happen to computers for stupid reasons at stupid times! |
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Posted: September 12, 2014 12:51 pm |
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