RJAZE
Posts: 1 |
Hi Guys,
I don't know if my first post got through so here goes again. I have been working with FF Pro and found it difficult to even start to get some of the simple things in my head onto the screen. I wish to do metal textures, so I looked at some of the builds of my favorites and it is absolutely staggering the amount of steps to get to a finished product. I do not want to be a parasite, but I believe I need some guidance. The first question I have is are you guys graphic professionals with degrees? This whole filter deal where you plug two filters into a remap component is amazing. I am really struggling with this package to even get started. There are infinite combinations and I am wondering if there are basic building blocks to "go to". I am also wondering if I can build a diamond plate outline or boiler plate in FlexiSign or Illustrator and then import it to FF? Question |
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Posted: December 26, 2007 11:32 am | ||||
Crapadilla
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Rjaze, welcome to FF.
You might want to start your explorations by doing a forum search on "tutorials", as there are quite a few around already. These should have you familiarized with the basic workings of FF in no time! ![]() --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: December 26, 2007 12:31 pm | ||||
Kraellin
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you can import images into FF. these will be temporary and only stay resident as long as FF is open or you dont import another image. thus, you could import your outline image and make or use a filter around that and every time you wanted to use FF again, and that filter again, you'd simply import that same image to use that filter. and, since FF works both as a plugin with photoshop plugin compatibile programs or as a stand-alone program, you could simply use photoshop or paint shop pro to load your outline image and call FF from your plugin loader and when FF opens up, use your filter on that outline that way. the drawbacks to doing it this way are simple. it's a more complex way of doing it. takes more steps to get your finished render. the draw would be that you may well be able to make simpler filters and use other images to to sort of fill in the blanks or overlay the filter. so, take your pick ![]() you're still going to have learn some basics of filter construction either way, though ![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: December 26, 2007 3:33 pm | ||||
Bella
Moderator
Posts: 274 |
For posts asking guidance on filter-making, the Creating Filters forum is more appropriate.
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Posted: December 27, 2007 8:02 am | ||||
Sphinx.
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Don't be intimidated by the large and complex filters or the amount of components and possibilities in FF. The secret behind achieving ones goals in FF is two folded: 1. Knowledge about how the individual components work and how they can be controlled 2. Good analysis of the prototype texture you want to build and the ability to match ones observations with #1. As for #1: Create a new filter with the default lifesaver image open. Open up the component palette and select 'All' (in the top), so you have all the components listed below. Drag in the 'Image' component, and then start exploring components one by one. Try to connect the image to the green inputs and see what happens, try to adjust the various parameters etc. If its too confusing, click the help link and read about the given component - there's alot to gain there. The image may not always be the best input source - try a profile gradient if you get strange results. When you get to the curves, try hooking them up to a profile gradient and see how they modify the gradient.. Try to set some really simple filter goals and make it work. And don't forget to experiment with the Result component in Surface mode ![]() Finally, use the wiki: http://www.filterforge.com/wiki/ As for #2 - use Googles Image search and find some good pictures. Try to identify the composites and general characteristics and think of the components in FF and what they produce.. Often you'll have to carve out your own gradients though (with curves and blendmodes) |
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Posted: December 27, 2007 9:01 am |
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