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Macht_Schnell
Posts: 1
I need to create a seamless pattern of hexagonal bathroom floor tiles. I have tried but cant figure out how to do it (i'm new to Filter Forge). Cant seem to get the "Tiles" node to create a hexagon. Can someone explain how to get the hexagonal shape? I'm using FF1.017Pro by the way.

Thanks
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BenBeckwith
Posts: 136
Filters: 8
http://www.filterforge.com/filters/5484.html

Try downloading and dissecting that. It should be pretty simple. Search for hexagon in the filter search on this site and you'll get a bunch of results. smile:) I'd try to explain but can't currently open FF and have forgotten a bunch lol.
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KGtheway2B
KGtheway2B

Posts: 660
Filters: 34
Bit of info: You're not going to get true hexagons AND seamless tiling.

You can either get NON seamless hexagons: http://www.filterforge.com/filters/5445.html

Or make a fairly close approximation which will tile perfectly: http://www.filterforge.com/filters/2244.html
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Kraellin
Kraellin

Posts: 12749
Filters: 99
Quote
KGtheway2B wrote:
Bit of info: You're not going to get true hexagons AND seamless tiling


uhm, i dont think that's right. i seem to recall a couple of hexagon types that were seamless. 'metal gami' by persidio was hex and seamless and i recall another that was a sort of glass or metal hex type that would tile seamless.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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KGtheway2B
KGtheway2B

Posts: 660
Filters: 34
By "True hexagons" I mean "Regular Hexagons" with exactly 120° internal angles.

The beehive link I provided is visually "close enough" that I'd use it without any qualms but I figured it would be best to present both options.

This is the seamless preview of the beehive snippet I linked earlier: http://www.filterforge.com/filters/2244-seamless.html
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Kraellin
Kraellin

Posts: 12749
Filters: 99
ok, now you've got me curious. you're saying that the current hex filters dont have 120 degree internals? that seems odd. not saying you're not right, but please explain. is there some mathematical reason why they couldnt be true 120's?
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
Quote
KGtheway2B wrote:
Bit of info: You're not going to get true hexagons AND seamless tiling.


Actually, you can, but not with a square. It has to be a slightly squashed rectangle with proportions of 1.1548 : 1. (Which is the same proportion at a true hex, btw.) So use this, http://www.filterforge.com/filters/5445.html but just change aspect ratio of your image.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Thought about this a bit more, and I think that this is the smallest possible hex - rectangle repeat. The ratio is 1.732 : 1

Tried to find the largest square repeat, but I'm not sure it's possible. Or, if it is, it happens at very large repeats. If you go 11 hexes tall, with a square it's close, but not quite perfect.

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Redcap
Redcap

Posts: 1290
Filters: 100
It is true, and I had to learn it the hard way. None square images can be seamless but square hexagons... not so much. It is interesting though becuase I use them to make printable terrains for rpg playing people, and I wonder if they would even notcie the difference if I made pseudo-hexgon grids.



If you are bored check out my unpractical math website
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KGtheway2B
KGtheway2B

Posts: 660
Filters: 34
Bit of info: You're not going to get true hexagons AND seamless tiling*

*With a square image smile;)

I'm a 100% game texture guy when it comes to FF so I never really pay attention to non-square cases.

Nice detective work there Corvus, next challenge: figure out the tiling for these same hexagons, but rotated 45° CCW ! mwahahah
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scriptorum
Fella

Posts: 35
Filters: 7
I've been messing around with scripting to generate a hex grid. This is my latest go at it using line drawing.

Hex 0.6.ffxml
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Pretty cool scriptorum!

I just checked out the script, nice to see some well structured code smile:)

About performance: You can speed it up a lot if you compare squared distances and then finally compute the root once, after the loop. Also the math.min is slower than a written if statement.
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scriptorum
Fella

Posts: 35
Filters: 7
Thanks Sphinx. New to FF and Lua, but a long-time programmer. I've been working on another method that renders hexagonal interiors. If I can just get Mac FF to stop crashing I'll submit the filter that uses it. smile;)

Here's an update of the line drawing grid, with speed improvements. This includes your suggestions, and I also reduced the total number of lines each pixel needs to check against from 16 to 9.

Hex 0.8.ffxml
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