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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
I have had a crazy idea that I do not think that it would be possible to make.

Would it be possible to mix the wonderful and beautiful Inujima´s Ornamented Balls filter with the very wel done and lovely Morgantao´s BallPit filter to be able to make a very deluxe Ball Pit with LOTS of Inujima´s balls?

Probably this would be very CPU intensive and too much work for the computer, BUT probably not if the balls are small size as they are in Ball pit filter.

It could be something like this below, but instead of the built-in FF images, it would be the Inujima´s ornamented balls textures.

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Morgantao
Can't script

Posts: 2185
Filters: 20
Technicaly speaking it IS possible to do so, but as you said it's gonna be a CPU intensive filter. It would probably take 10 minutes to render a 600*600 pixel ball pit.

Quote
BUT probably not if the balls are small size as they are in Ball pit filter.

Just the opposite - The smaller the balls, the more balls there are, the more balls there are, the longer the render time.
Just try the ball pit with lots of small balls, you'll see it takes longer to render than a ball pit with large balls.
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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
I thought that it could be a crazy idea and probably could not be done, but if you say that

Quote
Morgantao wrote:
Technicaly speaking it IS possible to do so


So this means that it could be possible in some way, and the only problem is the render speed

Quote
Morgantao wrote:
but as you said it's gonna be a CPU intensive filter. It would probably take 10 minutes to render a 600*600 pixel ball pit.


Well if it IS POSSIBLE, I could wait for it to render I do not care how much would it take if it would be possible.

Perhaps the most difficult part would be to make the metallic part of the balls, so probably this could be if needed discarded, and put a normal texture ornament.

Quote
Morgantao wrote:
The smaller the balls, the more balls there are, the more balls there are, the longer the render time.

Just try the ball pit with lots of small balls, you'll see it takes longer to render than a ball pit with large balls.


YES, you are right, I thought that if the size was smaller it would be easier to render, but I was wrong, you are right that is NOT important the size and how small they are, what is important is the amount of balls FF needs to render, so more balls more time.
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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
The biggest problem I find myself is HOW to be able to MIX the result of Inujima´s balls WITH another filter, because the final result IS MADE TOTALLY by the result component, and then after the result component CAN´T be connected to any other component.

As I still have little knowdledge about the Filter Editor and it´s many components I do not how to replace the result component with another one (or a group of components) and get the same result but with the ability to mix this with another filter.

Here I have made a screenshot of what I mean

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Morgantao
Can't script

Posts: 2185
Filters: 20
I think your best bet is to render out 5 ornament balls and save them, then use them in my filter as images instead of the balls.

If you still insist on doing it as areal filter, you need to have 5 bombers for each bomber in my filter - One for Surface Color, one for height, one for Reflection, etc. That would mean 20 bombers in the case of the ball pit.
Then you will have to Multiblend each of the 4 similar bombers from the 5 groups of bombers. That would mean 5 Multiblends.
Then you could connect the 5 Multiblends to the 5 inputs of the result component.
That's all you have to do, assuming I didn't forget anything smile:D
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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
Quote
Morgantao wrote:
I think your best bet is to render out 5 ornament balls and save them, then use them in my filter as images instead of the balls.


Thanks very for your suggestion, this could be true and good way, and I will try as you have suggested, BUT I think that "probably" (i do not know as I have not tried it) is not the best way, because then you would loose the beautiful work you have done with the gradients to make the balls, so perhaps the solution is to render the 2D texture version of the inujimas balls and then try to wrap them in your own balls, as I have done with the FF built-in images. Should try and see.

Quote
Morgantao wrote:
If you still insist on doing it as areal filter, you need to have 5 bombers for each bomber in my filter - One for Surface Color, one for height, one for Reflection, etc.

That would mean 20 bombers in the case of the ball pit.

Then you will have to Multiblend each of the 4 similar bombers from the 5 groups of bombers.

That would mean 5 Multiblends.

Then you could connect the 5 Multiblends to the 5 inputs of the result component.

That's all you have to do, assuming I didn't forget anything


That´s is ALL I have to do ? smile:D Help I am buried under lots of components smile:D

Ok although it seems complicate, But really it could be much simpler, because making one, you just copy it to the others.

Will try to make it as you have said and see what happens

Thanks very much for all your help you are giving me in creating filters.
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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
Morgantao, I have tried already to make what you suggested in some way, I have taken 5 of the 2D rendered textures (the plain one, not the balls itself) and have loaded them as images instead of the colors and here below is the result I have got

Obviously is NOT the same as in Inujima´s because they have a 3D spherical projection very well done, and this is CHEATING with gradients to make the trick and look of a 3D ball, so it will not be the same.

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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
Here is close up with some more details

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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
And here is one of the 2D textures rendered from the Inujima´s filter that I have used for making the effect over your own balls

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Morgantao
Can't script

Posts: 2185
Filters: 20
Quote
SpaceRay wrote:
perhaps the solution is to render the 2D texture version of the inujimas balls and then try to wrap them in your own balls, as I have done with the FF built-in images

It's a possibility, but then you lose the layering effect where the metalic part of Inujima's balls is higher than the texture.
What you will get is only the top lookup of his filter (The one connected to surface color of the result).
Either way, you lose something in the process.

Quote
Help I am buried under lots of components....
.... it could be much simpler, because making one, you just copy it to the others.

As you said, it's not that hard to add the components, because you can just copy and paste them, but you will have a spider web of connections to make, and that could prove tricky sometimes. Missing one connection in the sea of connection can give you erratic results and a big headache smile:|

EDIT:
You beat me to the answer smile:D
A couople of comments to what you have showed us here:

1) Reduce the saturation slider of all the colors to anything between 75 to 90 to get MUCH better colors.

2) Render 5 ornament balls in their actual spherical projection, with a transparent alpha, and use those as your overlay images. That will give the illusion of a 3D ball and not a circular cropped texture with a gradient on it smile;)
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