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Mongoose King
Mongoose King

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Ok, so I acquired a few textures a while ago and have been wanting to make a filter to make something similar ever since.

I'll post an example one, basicly what I want to figure out is to do the pipes/electric conduits like in this, with them having nice curved corners and straight for the rest. Can't figure it out, best I've got is square corner pipes, and I'd like to get them to have the little bits that hold them to the wall too, but no idea at all on how to do them..

Anyone got any suggestions?

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Mongoose King
Mongoose King

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Filters: 21
This is the best i've managed to get so far...

I used blur on blocks noise with contours to get slight corners, but using it more makes the pipes too blobby and un-pipelike, they already looks rather squishy around the crossovers.

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SpaceRay
SpaceRay

Posts: 12299
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I think that this is really a very interesting, useful and good idea if you can make it right as really there are many attempt but no real good one, and you are very good about making realistic textures and other filters.

After being the king of the beans, will you be the king of the pipes?

The only one I have seen available is this one

Techno Pipe by Rawn (RawArt)

I think that perhaps it could be useful for you to see what uberzev have done in his attempt to make pipes patterns in FF

Please see this thread

http://filterforge.com/forum/read.php?FID=14&TID=1599

There is even a filter test download for you to try it.

Also this ones

http://filterforge.com/forum/read.php?FID=10&TID=4339
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Mongoose King
Mongoose King

Posts: 257
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Great links, I found the Techno pipe on shortly after making this thread, but the nodes thread I think has the best work on it.

They all seem to use the same technique I used, the blur then threshold and tone curve, but tiles technique seems to get cleaner paths than the blocks.

I've had a thunking that perhaps drawing each pipe one at the time, with no crossovers might mean I can blur it a lot more without getting the squishy junctions problem, thus letting me make really curvy curves.
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SpaceRay
SpaceRay

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Glad this was of help and hope to see that you can build a GOOD pipes filter in FF

Quote
Mongoose King wrote:
I've had a thunking that perhaps drawing each pipe one at the time


It is is really a thunking, or is a typo error? smile:D

http://en.wikipedia.org/wiki/Thunk

thunking = The use of thunks (data mappings)

Thunk = a piece of code to perform a delayed computation

Thunk = a mapping of machine data from one system-specific form to another, usually for compatibility reasons
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Morgantao
Can't script

Posts: 2185
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Yep, I was thinking that tiles will get you there.
In fact, the original image you posted reminds me of truchet tiles, or that game, pipe dream.
Think of each tile as a segment of pipe, that has those fastners (Little bits that hold it to wall) on both ends. Some pipes are a quarter circle, some are straight. If you want, some can be "T" shaped, and some "+" shaped, for crossovers.
I imagine this is how the original texture was created (manualy), then a backgound was added.
The question now becomes how you can have random tiles in random orientation in FF without having dead end pipes.... smile:|
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Mongoose King
Mongoose King

Posts: 257
Filters: 21
Thunk is the past tense of think, everyone knows that. smile:p

Ok, Soooo, I had a poke of the pipes filter from the nodes thread ( http://filterforge.com/forum/read.php?FID=14&TID=1599 ), and adjusted it so each layer in it only draws a single pipe rather than a whole tangle of pipes, then I doubled the number of layers to make up the numbers. Then I made it 3D and started messing about and added a lot of extra stuff like thickness and circuit boxes and a load of irrelevent stuff smile:p

Anyway, this is the result. it has a slight boo-boo with the which pipe is on top part due to my messing adding extra parts, but looks pretty good apart from that.

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CorvusCroax
CorvusCroax

Posts: 1227
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Hi there MongooseKing:

I've been working on some kind of pipe-maker thing for several years, but have yet to figure out a really satisfactory system.

Here's the latest:



See how it loops back on itself... I can't figure out how to make it not do that, and instead still branch like real pipes.

The little hold down bits are probably just created using a grid blended with the pipe. It just remaps it to a tighter radius. -or- you create 2 pipe systems (one large diameter and another small diameter) and threshold between them.

Although... the example you show gives me some ideas: Esentially, they're just making a series of shapes, and then offseting them, I think. if you make it really really big, they don't loop back on themselves. maybe..

(Note: I should add that this would be completely easy to make if we had a proper 'outer glow' node...)

re: making the connectors: you could also try using my 'corner finder' snippet, which will locate corners of things, and their rotation vector. You can then bomber it, as demonstrated in the snippet. See: http://www.filterforge.com/filters/8483.html





Now that I'm looking at the shape finder again, there might be a better way to do this using the derivative function....
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Mongoose King
Mongoose King

Posts: 257
Filters: 21
Well, here's how I did a single pipe, if you blended that with another pipe going horizontally than you get a single + junction, you could use the threshold output from this as the blend opacity to chop the second pipe off halfway to give a T junction, if the pipes don't curve around too much then that technique should only rarely cause loop backs.

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CorvusCroax
CorvusCroax

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Yeah, that's a good idea using the threshold as a mask for T junctions. It limits it a bit, but makes fine sense.


Btw: here is the FFXML for the pipe filter I was working on.

PipemoTron 003.ffxml
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
OK: I futzed around with this a bit more. Came up w/ a pretty clever way to make pipe-like parts, based on Noise. I think it works pretty well, and is very fast. It doesn't have the nice sweeping arcs shown in the original post, but it does have pretty nice greeble - like detail. It looks like little fittings, etc. on the pipes.

Whipped it into a quick filter. I've been experimenting w/various ways to apply 'materials': not sure I can explain exactly... Slow to render mainly b/c of the lighting and all the perlin noise. (looks highly metallic.)

Oh, btw: this also seamlessly tiles. (yaay!)

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Morgantao
Can't script

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Filters: 20
When can we expect this sweet pipotron to be released? smile;)
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Mongoose King
Mongoose King

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Filters: 21
Loving that last set of pipes Corvus, totally delicious looking. I declare it to be the most epic yet, and the metal look is perfect.
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CorvusCroax
CorvusCroax

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Quote
When can we expect this sweet pipotron to be released?


Oh, I'll post the current iteration later tonight. It's a clever noise snippet.

Quote
Loving that last set of pipes Corvus, totally delicious looking. I declare it to be the most epic yet, and the metal look is perfect


Thanks! I'd like to get even more pipes in there, and make them inter-weave a bit... and have an idea to make it work. (I also want to go back to some of my space-ship filters and add this in.)

For the metal: I took a really close look at some textures from the 3d studio and was trying to match the look, channel by channel.
http://www.the3dstudio.com/product_de...uct=220640
http://www.the3dstudio.com/product_de...uct=200525 (in particular)

[img]http://www.the3dstudio.com/download_image.ashx?size=large&mode=product&file_guid=1a57dd82-2b02-453b-8c74-af10b954c2a4[/img]
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SpaceRay
SpaceRay

Posts: 12299
Filters: 35


Quote
Mongoose King wrote:
Loving that last set of pipes Corvus, totally delicious looking. I declare it to be the most epic yet, and the metal look is perfect.


OH YES, I agree with you!! These the first time I really see very good and realistic pipes with a metal look that look really well done.

Please, tell me that there is an option to remove the background, and have ONLY the pipes.

WHY? Because this way you make some different designs and mix them together to make a more complex pipe texture.
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Morgantao
Can't script

Posts: 2185
Filters: 20
Yep, I agree with SpaceRay.
An easy way to get more pipes is to render the filter several times with transparent background. Can also play with size a bit for the back layers.
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CorvusCroax
CorvusCroax

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Filters: 18
here's the ffxml. enjoy!
I'll probably keep working on this one.

Everything before the switch is the interesting part... especially the red part. Tweak the curves and phases to adjust the 'pipes'.

Everything after the switch is really just assigning materials. Tweak the thresholds to adjust balance etc.

Pipe test - good method.ffxml
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SpaceRay
SpaceRay

Posts: 12299
Filters: 35
Thanks very much for the filter.

I have seen it and is very well done and like it much

BUT please, is there some way to ONLY have the pipes without the background wall ?

Thanks
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SpaceRay
SpaceRay

Posts: 12299
Filters: 35
I have just found how to remove the background to have only a plain background with only the pipes

By the way you forgot to put a selector to select between both options of the switch

Pipe test - good method Plain background.ffxml
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SpaceRay
SpaceRay

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Here is Option 1

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SpaceRay
SpaceRay

Posts: 12299
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Here is option 2 in the selector

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SpaceRay
SpaceRay

Posts: 12299
Filters: 35
Here is a Photoshop composition I have made removing the background and making 11 layers of pipes and rotated and mixed them in a complex design. I have added a Drop Shadow effect so they look separate and with more depth, and one over the other
`
Thanks very much Corvus Croax for having made this great and well done filter that makes such a beautiful pipes.

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Morgantao
Can't script

Posts: 2185
Filters: 20
Here ya go SpaceRay, no background smile;)

Pipe test - good method no BG.ffxml
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Morgantao
Can't script

Posts: 2185
Filters: 20
Here's the above with 5 iterations of uberBlend smile:D
I guess I should add some shadow between layers.

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Morgantao
Can't script

Posts: 2185
Filters: 20
And the same, but stacked a different way (Same variation) smile;)

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SpaceRay
SpaceRay

Posts: 12299
Filters: 35
OH, Morgantao you have done a no Background version. Great, thanks very much for making this.
------------------------------------------

Quote
Morgantao wrote:
Here's the above with 5 iterations of uberBlend
I guess I should add some shadow between layers.


WOW !! this looks smile:eek: smile:eek: smile:eek:

Very well done and good use of the uberzev uberblend !!!

If you add some drop shadows this could look really well.

____________________________________________________

Please Mongoose King keep with your own project of pipes

If you could make something like the first example you have put would be really great

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Carl
c r v a

Posts: 7289
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Excellent going Corvus, this is a bit of a holy grail filter, I've been playing around clumsily with this for years, here is my efforts which pales to your filter look [ mines not based on ubervez ], if your interested at all I'll post it smile:)

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SpaceRay
SpaceRay

Posts: 12299
Filters: 35


Quote
Carl wrote:
here is my efforts which pales to your filter look


Are you kidding ? This looks really well done and beautiful and like much that golden look of the pipes and the good shadows and the gradient applied to the pipes that make them look so real.

Quote
if your interested at all I'll post it


YES, YES, YES !!! This looks very good and interesting, please do it.

Thanks and congratulation for your efforts to do this great pipes.
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Morgantao
Can't script

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I second that. Please upload it.
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SpaceRay
SpaceRay

Posts: 12299
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Morgantao, could you explain how you have used the uberblend and the pipe filter?

Because the problem for me is that this filter is a surface filter and not a simple one, so you can´t add more things at the end

Thanks
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Morgantao
Can't script

Posts: 2185
Filters: 20
Well, I cheated smile:D
I made it a simple filter, not a surface. Basically, all you need to do is connect the last Set Alpha (the one that goes to Surface Color node of the result) to the Source node of the uberBlend script.
I suppose you could still make it a surface filter, only it will take around 10 minutes to render a 600x600px image...
Suppose you want a high res image, you may as well go to the hardware store, buy piping, connect it in all kinds of shapes and forms, and layer it, and photograph it, then take your lunch break, nap a little, grow a mustache, shave it because everybody thinks it looks stupid, and then wait a little for the filter to finish rendering. Then there's the AA pass.... smile:D
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hey, cool stuff everyone!
You could plug uberBlend into the original thing. Might actually be faster then doing it separately and could still maintain it as a surface filter.

If you just want 'lots more pipes' you can do that too by tweaking the curves and/or increasing the repeats.

Or: take the noise output at the beginning, and just offset it into a new pattern, tone map it, and blend it back in.

Quote
I suppose you could still make it a surface filter, only it will take around 10 minutes to render a 600x600px image...


Yeah, that' whole materials part is not optimized.. smile:)
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
So I had a some brainwaves over breakfast:

1) Processing the red noise bit through a percentage would round out the edges - for smoother corners etc.

2) in the noise channel, I think you could do some tricks with derivative, like you would do with a spiral. This will create little spiral loops, instead of making the hated closed loops. (I think!)

3) You could put in another tone curve which makes another set of pipes, based on the original (red) noise. This will be nice because it will look have a similar topology, but be slightly different.

4) to make the height map correctly, I need to split out the R, G and B channels, and recombine them back together as black and white channels using lighten. (Duh!) That's why the bolt intersections look weird.

I'll keep working on the pipemotron, but will probably move pics over to my junkyard thread so as to not hog this thread with pics etc.CCX JUNKYARD
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Morgantao
Can't script

Posts: 2185
Filters: 20
Quote
You could plug uberBlend into the original thing. Might actually be faster then doing it separately and could still maintain it as a surface filter.


I'm affraid I don't follow... What do you mean?
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Mongoose King
Mongoose King

Posts: 257
Filters: 21
Meh, the quote function isn't working for me, but those links you posted to the textures on the 3d studio were a perfect example of the ultimate 'greebles of many kinds' texture that I'd love to make a filter for. Pipes, grilles, hatches, etc.


Idead number 3, the two tone curves to make 2 sets of pipes is great idea, you could actually possibly do 1 tone curve with 2 impulses as the curve. This should make pipes that are mostly kind of parallel to each other, like in the original pic i posted which should look cool.

I've not had any more luck with my pipes, have had trouble using the weaving method from uberzev's nodes one, seems it doesn't work on fatter pipes smile:( I've not had a chance to poke inside the one you posted yet corvus, you certainly have metally look down, i'll have to see if it's compatable with the bendy pipe technique.

Here's my bendy pipe one, it's mostly based on uberzev's filter.

Electrical Conduits.ffxml
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Mongoose King
Mongoose King

Posts: 257
Filters: 21
Here's an older square pipes one I did, it's not very good pipe drawing, but i recall it had a better look to it.

Pipes.ffxml
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Mongoose King
Mongoose King

Posts: 257
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here's how it looks:

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Morgantao
Can't script

Posts: 2185
Filters: 20
DOH! I just finished typing a novel here, modifying my last post, when Mongoose post his post and it deleted my edit! Bad, Bad Mongoose! smile:D

Anyway, here's the jist of it:

Quote
1) Processing the red noise bit through a percentage would round out the edges - for smoother corners etc.


All that got me is flatter pipes... more like vents or conduits. I hope you know what you're doing better than me smile:D

Quote
2) in the noise channel, I think you could do some tricks with derivative, like you would do with a spiral. This will create little spiral loops, instead of making the hated closed loops. (I think!)


I have no idea what you're talking about, but it sounds smart. Why don't you give it a try smile:D

Quote
3) You could put in another tone curve which makes another set of pipes, based on the original (red) noise. This will be nice because it will look have a similar topology, but be slightly different.


Huh? How? What?! Please explain.

Quote
4) to make the height map correctly, I need to split out the R, G and B channels, and recombine...


You do that, I'll help by.... staying out of your way smile:D
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SpaceRay
SpaceRay

Posts: 12299
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I like much how this preset looks from the Electrical Conduits

Well done and beautiful

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I actually love the way the filters here are constructed.. Just fun smile:) helps me build some of my dream game assets without too much effort. At least the underlying part can be done now thanks to all smile:)

Will be developing my own version soon.
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SpaceRay
SpaceRay

Posts: 12299
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Quote
Skybase wrote:
Will be developing my own version soon.


OH YES!! An expert like you that know so much about FF will get a good version of the pipes!!

Would like much to see it when you have it.

Thanks
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Morgantao
Can't script

Posts: 2185
Filters: 20
I'd love to see what you come up with, Skybase! smile:)
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I mean it'll follow similar methods, it's just that I have a couple things in mind that I wanted to do for the game assets I'm developing. Not like anything really changes. I just want some procedural assets. smile:)
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uberzev
not lyftzev

Posts: 1890
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Mongoose King
Mongoose King

Posts: 257
Filters: 21
The bomber version is impressive, I hadn't considered using the bomber as I didn't think it could do a full pipe all the way across the image. I'm sure it can be made to do joins and things in some of the pipes..
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