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kirkl13
Posts: 38
Is it possible to recreate it in Filter Forge somehow? it create a kind of padding/dilation around picture elements.
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SpaceRay
SpaceRay

Posts: 12299
Filters: 35
I think that you must give much more details and information if you want that we can help you

What is the distance filter?

What is exactly what you want to create?

Do you have screenshot or examples to show?
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kirkl13
Posts: 38
it's one of the basic nodes there . Explained in the first few minutes of this video :
https://www.youtube.com/watch?v=f76shQFfqvI

Description says : "Computes per-pixel distance to nearest white pixel from a mask and/or copy from this position in source input.

In fact it dilates image fragments on black background.

While what the video shows is pretty similar to FF cells and solid fill , but in fact "that" distant filter allows to use more irregular and less artificial input shapes to get much more naturally looking "cells" I just hope to use it together with FF bomber somehow
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emme
Posts: 718
Filters: 8
It's possible, but too slow to be practical, I believe.
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kirkl13
Posts: 38
Could you elaborate please, how? I'd like to test it myself.

I am having problems with getting naturally looking asphalt cracks from FF noises. Would like to test this approach even if it's slow one
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emme
Posts: 718
Filters: 8
Well, too slow to build with components for general purpose distance calculation. Something like the voronoi cells in the video would be no problem with LUA scripting.

Have you tried using curves for the noise profile? You can create a custom curve to shape the noise.
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emme
Posts: 718
Filters: 8
And if you really want to go the slow way, you can iteratively dilate with maximum/percentile or blur + threshold and blend it all together.
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kirkl13
Posts: 38
looks like curve profile does nothing for that solid fill variant of noises. it doesn't change shape of cells.

Or maybe I am missing something?
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
You can do a distance transform with a series of single-pixel-sized Maximum components and some RGB subtract math, blended with Maximum blend mode on top of the original. Getting the pixel size value requires a Map Script.

Several versions of this has been done over the years, at least a couple of them are by Sphinx. They're somewhere in the forums... maybe a search for "distance transform", "FFT", "bevel edges"...

Here's one thread discussing beveled edges:

https://www.filterforge.com/forum/read...0&TID=5666
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kirkl13
Posts: 38
Thanks, emme . I think I got the idea. That maximum node looks like working really slow smile:(

Guess I need to set it to loop or something with dilating 1 pix at each step.

Thanks ThreeDee, I need to go deeper to that but it looks like what I want
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Quote
emme wrote:
iteratively dilate with maximum/percentile or blur + threshold and blend it all together

Here's an example in parallel. I took the time to adjust the radii to make each "maximum" 1 pixel beyond the previous. But it only works for the default image size (600x600), it won't match up with pixels at other sizes.

I tried an iterative method with the pixel-based components (new to FF5), but it was way too slow.

Take a look at this thread as well.

bitmap distance transform.ffxml
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kirkl13
Posts: 38
Thanks Indigo Ray. I tried same approach to make what "slope blur" node is in Substance Designer . With noise input into blending steps plus 0,1 blur to make it less stepped with other resolution .

Unfortunately looks like blur steps in that case just make FF unusable.

Wonder how Frame and Polygon nodes have so quickly working bevel feature and at the same time it looks impossible to do with arbitrary noise generated picture.
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