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ronviers
lighter/generalist

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Notice how these sphere halves do not fit cleanly together. Does anyone know how to make them fit together perfectly?

shpereQ a.ffxml
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tigerAspect
Posts: 222
Filters: 9
You mean like this?

The trick is to do a perfect shape first, then use it to mask the heightmap. There's an extra step there to blur the mask so your smooth thresholds will work for masking. It's not perfect, the blur->threshold affects the edge a bit. Props to Betis for the basic shape method.

shpereQ a-Masking.ffxml
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Hey Hey, Thought I'd drop in here to see what's cooking... <.< anyway, I'm not really following the "Masking of the Heightmap" thing, It's probably something I understand, but it's worded differently. Yeah... thanks for the props! smile:D

Hey Tiger, you should post more often, you seem to know some good techniques about FF, and we'd (I assume) love to have you on the forums more. smile:)
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Great idea! smile:D Why didn't I think of that. I still have a lot of work to do, it's coming along, but I'm too tired right now. There is something to be said for the old look but I will have to work out what to do about that.
Thanks a lot for taking the time to help.


YinYangNewShape.ffxml
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
This one only took fifteen seconds on my crappy computer.

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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Btw, I do realize that about half of those components can be deleted. This version has both the old way and the new way and I have not had time to go through and remove all those extra components. smile:|
The biggest problem it has now is that when the dots are made big they scoot too far to the inside. I had the problem corrected in the old version but I have not done it to this one yet, so it looks funny with big dots.
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Here is the final tigerAspect. Thanks again for your invaluable assistance. I will add you to the list of creators in the description smile:)

YinYang.ffxml
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Here is one of its many looks. smile:)

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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Betis, I noticed when working with your filter that you designed your symbol to spin the opposite direction to mine. So I was curious to know if there is a right or wrong way for it to be oriented. I found this link that gives an explanation for how they think it should be.
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jffe
Posts: 2869
Filters: 90
Quote
ronviers wrote:
So I was curious to know if there is a right or wrong way for it to be oriented.


----At some point waayyy back when the symbol was first created, that's the original ("right") way, flip it, and it still looks about the same really ha-ha. Or, you could put a switch if that's easy enough to do, and get the best of both worlds. smile:)

jffe
Filter Forger
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
I didn't think of putting a switch. You're right, it should not be that big of a deal. I guess I should put a switch for flipping the colors too. Thanks jffe smile:)
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Betis
The Blacksmith

Posts: 1207
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I just recently added a switch to mine too.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
This is the final, at least from me. I'm all burned out on yin yang.

YinYang.ffxml
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Here is the final version. I have added a slider to give better control over reflections. smile:)
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