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jitspoe
Posts: 189
Filters: 27
I'm trying to make a canyon rock texture - something like this: http://farm3.static.flickr.com/2660/3...ce1c_o.jpg or this: http://www.robhamanphotography.com/fi...utah-9025/

I have the hard shadows covered, and I think doing the layers will be easy enough, but I'm struggling to come up with a way to do the general shape of the rock. Most of the rock stuff I've done has been more rounded, so perlin, cells, stones, etc. work well. This rock is very angular, so I need sharp linear profiles. It would be nice if we could set the perlin to have different interpolation (linear interpolation would probably be faster, too). I tried using different profiles curves for perlin, but didn't have any luck. I also had an idea to have a linear curve repeated and map perlin to the number of repeats, but it wouldn't let me do that (probably wouldn't have tiled, anyway).

Any other ideas?
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jitspoe
Posts: 189
Filters: 27
I decided to try writing my own noise script. It just has an array of random points and does linear interpolation between them. Obviously very rough, but I think I'm on the right track. I'm only interpolating on X here:

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jitspoe
Posts: 189
Filters: 27
And here is halfway implementing interpolation on Y... not what I expected, but it gives me an idea for a creative photo filter. smile:)

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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Inspired by your test images there I have an idea - stepwise stretching of stones/techno noise:

Use lookup transformation to control stretching via gradients - one horizontal and one vertical. Hook up a step curve to the vertical gradient and tweak it (you might need to combine it with a linear gradient to get a little variation in each cliff step)..
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Here is a test image of that method (with additional micro details and coloring)

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Sphinx.
Filter Optimizer

Posts: 1750
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jitspoe
Posts: 189
Filters: 27
Thanks! That method looks like it has potential as well.
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jitspoe
Posts: 189
Filters: 27
Back on this again. I think I've got a decent general method (noise gradient + noise distortion -> threshold with high and low being different rock sources). Just need to work on the rock texture a bit. I might switch over to having one rock source with multiple overlays using the noise gradient threshold method, or a combination of them. Can't quite get it to look the way I want, but I think I'm on the right track.

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Morgantao
Can't script

Posts: 2185
Filters: 20
Woah!
This looks really cool. Would love to see any progress you make smile8)
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
smile:D very nice! Might be a little shiny for my tastes.
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jitspoe
Posts: 189
Filters: 27
Getting closer to the texture I want...

Too bad this tiles so horribly right now.

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SpaceRay
SpaceRay

Posts: 12299
Filters: 35
Please, jitspoe could you be so kind to tell me HOW you have been able to make these noise script you have made to be able to have the great and lovely image results shown here below?

I like them very much and look really great





Thanks very much
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jitspoe
Posts: 189
Filters: 27
-- Written by Nathan "jitspoe" Wulf
-- 2011-03-07

function prepare()
maxX = get_intslider_input(REPEAT_X)
maxY = get_intslider_input(REPEAT_Y)
pointTable = {}
math.randomseed(get_intslider_input(MY_VARIATION))

for y = 0, maxY do
pointTable[y] = {}
for x = 0, maxX do
pointTable[y][x] = math.random()
end
end

end;

function get_sample(x, y)
local xIndex = math.floor(x * maxX)
local distBetweenX = x * maxX - xIndex
xIndex = xIndex % maxX
local yIndex = math.floor(y * maxY)
local distBetweenY = y * maxY - yIndex
yIndex = yIndex % maxY
local xIndex2 = (xIndex + 1) % maxX
--local yIndex2 = (yIndex + 1) % maxY
--local vY1a = pointTable[yIndex][xIndex]
--local vY1b = pointTable[yIndex2][xIndex]
--local vY2a = pointTable[yIndex][xIndex2]
--local vY2b = pointTable[yIndex2][xIndex2]
--local vX1 = (vY1a * (1 - distBetweenY)) + (vY1b * distBetweenY)
--local vX2 = (vY2a * (1 - distBetweenY)) + (vY2b * distBetweenY)
--local vX2 = pointTable[yIndex][xIndex2]
local vX1 = pointTable[yIndex][xIndex]
local vX2 = pointTable[yIndex][xIndex2]
local v = (vX2 * distBetweenX) + (vX1 * (1 - distBetweenX))
local r = v
local g = v
local b = v
local a = 1
return r, g, b, a
end;

Combined with the hard shadows filter, which I've already submitted.

It's probably just as effective to use multiple noise gradients with a 128 (grey) base color, and an extreme L Range.
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SpaceRay
SpaceRay

Posts: 12299
Filters: 35
Thanks for the script, As I have very little experience in Scripts, to use this one you have put here, I suposse and think that you only have to copy this to a map script component or there something more to do and need to configure something else?

I knew that the shadows was not from the script smile:) smile;) as they was like your lovelty and great hard shadows filter

Thanks
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Looks very nice already smile:-)
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Morgantao
Can't script

Posts: 2185
Filters: 20
Here's the script with it's inputs ready, SpaceRay smile:)

!Picture tiles.ffxml
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jitspoe
Posts: 189
Filters: 27
I think I may be done.

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Morgantao
Can't script

Posts: 2185
Filters: 20
Looks really good.
Hoping to see it on the library soon.

BTW, I really think you should release this one:



Just slap an image on it and you got something really cool smile;)
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jitspoe
Posts: 189
Filters: 27
Something like this? Not sure what it'd be useful for, but I suppose it can't hurt.

Oh, and the canyon wall filter has been submitted..

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SpaceRay
SpaceRay

Posts: 12299
Filters: 35
Quote
Morgantao

BTW, I really think you should release this one:



Just slap an image on it and you got something really cool


Quote
jitspoe

Something like this? Not sure what it'd be useful for, but I suppose it can't hurt.




YES!! Great idea Morgantao and I agree with you that would be good to have this great pattern and texture for pasting an image over it and have it broken in tiles with shadows.

Great example jitspoe showing it with an image and looks very good and perhaps you do not think that what this could be useful, but I like the idea suggested by Morgantao and think that is beautiful and lovely and would be good to have.

Thanks
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
I think it could be useful for a number of things. It reminds me of pictures or notes pinned to a wall. Could be fun with different images in each tile or a jumbled version of the background image. Then add some pins and you got a new filter smile:D
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Jitspoe, I see two uses for the rectangles. One, as Sharandra mentioned, is for little pinned notes, or "post-its". Get more creative: Instead of a simple overlay, offset the image to match the "popping out" of the rectangles, or try jumbling the image up, or add a subtle paper texture, etc.
The other use I see is for roof shingles. You would have to modify the script to overlay rectangles on top of each other, though. Those hard "drop" shadows beg to be used for textures. smile8)
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jitspoe
Posts: 189
Filters: 27
Only problem with the offsetting is that you will get slight repeated sections of the image.
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Morgantao
Can't script

Posts: 2185
Filters: 20
I don't know if it's such a big issue, but I guess you can mask each area you offset, so you don't get the repetition. Seems like alot of work though smile:|
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Tuxmask75
Just learning FF
Posts: 41
Quote

Getting closer to the texture I want...

Too bad this tiles so horribly right now.
Posted: September 13, 2012 11:23 pm


I actually like how this one looks, any way to change up the settings to make it look like that? or is this one lost as a beta ?
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
That one is already in the library: Canyon Wall
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jitspoe
Posts: 189
Filters: 27
You won't be able to get it to look exactly the same, but you can probably get something similar. Unfortunately, I don't remember what types of settings you would use to get that.
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