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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Ok.. after submitting my second bark like filter, I thought I'd actually do some research.. and guess what.. my filters look nothing like tree bark (compared to the real thing.. my filters look like a bad worley accident!) Here are the direct links to the two filters:
- Bark
- Nature Textures

It must be possible doing a better job on such a filter.. Can anyone do better?

Check out this search..
Specially this one is a good reference: Ash Bark
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jffe
Posts: 2869
Filters: 90
There's lotsa different kinds of bark, so no one filter can do them all. Nature Textures probably looks closer than Bark though, and pretty cool really.

jffe
Filter Forger
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James
James
Posts: 676
Filters: 46
This might sound like a stupid idea but maybe if there was a bark generator added and also various other generators to simulate natural looking textures, i think genetica does something similar that it has dedicated sections to create certain things such as tile patterns etc, so i think it would be great to have a set of natural generators in FF like hair, tiles, bark etc smile:)
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Quote
jffe wrote:
There's lotsa different kinds of bark, so no one filter can do them all


Yeah, the google search clearly show that.. but if you look at that Ash Bark pic you'll find alot of other tree sorts with similar bark structure.

There is one cool pinebark that differs though (I'm thinking edgetraced solid fill worley here): Pine Bark

Quote
James wrote:
maybe if there was a bark generator added and also various other generators to simulate natural looking textures


Yeah.. but these would probably have to be made up of noise "components" we already know - then again having full programming freedom gives a few more options smile;) (not to mention optimization possibilities)
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Actually what we need is more Pattern Generators, not noise modules. Alot of basic patters are really tedious to produce in FF.

These generators could produce spots, stripes, stars, cracks, grids, nets.. you get the idea.

The output could very well just be in two colors (no gradients), but it would be cool with a buffered distance transform (to simulate gradientstyle shapes).

A "Distance Transform" component in general would be really cool!
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James
James
Posts: 676
Filters: 46
Yeah patterns would be cool also, the thing with FF is like you say most things can be done already with whats available, but im this isn't so great in that you end up chaining like 10 noise modules together with effects to get what could be done with 1 simple module like i suggest, it probably would be no issue for me if the grouping feature was available as that would simplify projects alot also, but imo sometimes its good to have the option to quickly make something so the more generators the better imo. smile:D
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