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Redcap
Redcap

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I make board games for fun, and have hit a brick wall in texturing my board. I am making a dungeoncrawl-esque game and need standing water. Every texture I try, either looks like really good running water or really bad standing water. I need either a good example of standing water that I could try to make my own filter off of or I need a really good standing water texture.

If anyone is up to the challenge...



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Kraellin
Kraellin

Posts: 12749
Filters: 99
give more specifics. do you want clear water where you can see down to the bottom? do you want it opaque, muddy, blue, green, ripples, foam, with extra particles like leaves, twigs, etc, or just what? specifics smile;)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Carl
c r v a

Posts: 7289
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wasn't sure whether you were after stagnet water ........ this is a photo I have which might be of help smile;) smile:)

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Redcap
Redcap

Posts: 1290
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I need something that is stagnant, dark, water from a bird's eye view that is obviously water. Nothing fancy just something that you look at and know what it is without explanation.



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Redcap
Redcap

Posts: 1290
Filters: 100
Work in progress, getting closer to what I want, but obviously not quite there. This was 10 minutes of expiermentation.

The noise came from uber's smooth stone filter that he posted on the v2 gallery section.




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tigerAspect
Posts: 222
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tigerAspect
Posts: 222
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Kraellin
Kraellin

Posts: 12749
Filters: 99
you might also try the caustics filter. i forget who did that, but i believe it's in the library.

that's an interesting system, tiger.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hey Redcap:

I'd start with one of these:

Water caustics, by Indigo Ray http://www.filterforge.com/filters/7651.html
In the Pool, by Apple: http://www.filterforge.com/filters/5672.html

Then, make it driven by an selection. The selection = the depth of the water. Then then add a blur to the source image for the 'deep end' and blend it with a 'murky color' and a 'murkiness control'. That way it will get nice and skanky looking as it gets deeper, and stay nice and transparent at the shallow ends. (Hope that makes sense.) I'd wire it up for you, but don't have FF on this machine.

Some tips about water:
Things inside water are not at all specular.
The surface of the water is specular, and little bits of junk floating in it give it texture from the surface tension.

Quote
tigerAspect wrote:
Here's some inspiration for you:
World Works Games: Himmelveil Sewers Expansion preview


Hey, nifty.
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Redcap
Redcap

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Thanks guys
I will keep at it! smile:)



If you are bored check out my unpractical math website
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CorvusCroax
CorvusCroax

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OK, check it out. Take a texture. (Such as this sample from from the link above, for the sake of demonstration - which everyone should run out and buy.)

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CorvusCroax
CorvusCroax

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Filters: 18
OK, check it out. Take a texture. For the sake of demonstration - such as this sample from from the link above © World Works Games - (which everyone should run out and buy immediately.)

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CorvusCroax
CorvusCroax

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Filters: 18
So, i mask off the section so that the selection is the water 'depth'. It's like a ramp.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hit it with this very funky hacked together filter:


Water Murky02.ffxml
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Oh, i forgot to mention: make a copy of the base layer, because you're going to need it. The filter gives you this:

(only instead of white it's actually transparent. I think you might also want to tweak it for smaller waves and to make the alpha channel less blurred and more tapered toward the end at the shallow bits.)

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Put the two together and voila:

Note that i've touched up the alpha a bit.

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CorvusCroax
CorvusCroax

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Filters: 18
See those little ripples on the shallow end, and around the edges? I cheated: that's a layer style effect, using trusty old bevel and emboss. Here are the settings:

Keep in mind that you want fairly small little ripples. They're just the surface tension of the edges. Too large of ripples will look make your water look like jell-o.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
So, I tried an alternate method. Just hit it with Apple's 'Get in the Pool': take the result and blend using the depth alpha, and add the little bevel and emboss layer effect. I think I like this one better, actually.

Dropped the saturation a bit and added an inner shadow, also.

"An Evil Swimming Pool, perhaps?"

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Just for comparison, here is the Caustics filter, same process. Looks like very clear water...

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Kraellin
Kraellin

Posts: 12749
Filters: 99
those last two are pretty damn good, corvus smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Indigo Ray
Adam

Posts: 1442
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Wow, Corvus. Nice use of my filter and Apple's, I never thought of this. smile8)
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Redcap
Redcap

Posts: 1290
Filters: 100
Holy cow yeah those are awesome. I played around the water caustics filter, and have gotten similar results; however, the bigest problem is in the game I am making the player actually places the water one the board at random, so it won't look natural like that, tt has to fit into a square tile that can be placed on the board. So I am getting closer, and your demonstrations do help, but it is dificult to make it fit into a square and look like water, whereas your examples give depth which helps pass off the illusion brilliantly. II will play around more with your methods and see what comes about.



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