siSINka
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Posts: 34 |
Is there (in FF) a possibility create multiple variants of seamless textures, so that they are "in continuity" at the edges? The edges are locked, only "the interior" of texture changes.
It would be appropriate, for example, in the creation of grass or clay textures in games, textures would be nicely connected. I'm newbie in FF, direct me to a specific filter - if exist. Thanks |
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Posted: March 26, 2018 10:33 am | ||
SpaceRay
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Sorry that I do not understand exactly what you mean with "continuity at the edges", do you mean that it would be like having a frame filled with a fixed texture that is seamless connected, and then change the interior?
Do you mean that the interior texture should start from the fixed edge created and make variants from that? Because if you keep the edges as a fixed frame and change the interior there will be clearly a difference between the interior and edges I think that he concept is right and good, other thing is that it could be possible, as I see it, you want to avoid the repeating the same seamless texture, and make it different across different variants keeping everything that looks with continuity, although I have no idea how to do it, but I think that you should explain it a bit more |
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Posted: March 29, 2018 1:17 am | ||
siSINka
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Posts: 34 |
Yes and yes.
I'm looking for a filter that generates a texture which would be able to keep the seamless edges when changing the variation ("the interior"). It would be fine for example here: https://www.filterforge.com/filters/14634.html Only transitions of black lines across the edges would still be the same, the "chaos of lines" in the middle would be different when changing some parameter. |
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Posted: March 29, 2018 10:21 am | ||
emme |
The simplest way would be to use 2 noises - one for the edges and one for the interior - and blend them together. The edge noise variation can then be locked. Here is a simple example.
seamless edge.ffxml |
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Posted: March 31, 2018 1:40 pm | ||
siSINka
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Posts: 34 |
Thanks very much!
I have to study a lot. |
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Posted: March 31, 2018 2:03 pm |
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