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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Precious Gems by Brian Gravitt
http://www.filterforge.com/filters/11319.html

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I think you're getting somewhere! smile:)

Here's a bit of critique:
In terms of construction of the filter, we can do a bit more cleaning up and also utilize FilterForge's procedural workflow. You wanna use as least amount of nodes as possible. In this filter's case, we have several stones components. We can easily reduce the count of it by reusing them. I guess it's by design you put a "stretch" factor of 10 for some of the stones, though otherwise they're really not so different fr om each other. In such cases, you can get effective with utility nodes rather than repeatedly generating the same pattern. By doing so, you can get very effective with the render times, CPU usage, and will also make editing the filter much easier. smile:)

The screen cap below shows wh ere you made the bump map of the filter. The filter originally used a stone component, but since the parameters were pretty much the same you can just remove the stones component in placement of the threshold. It'll take a couple setups but you should get exactly the same result.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
There's also a mild instance where the filter has single colors being outputted. There's no reason to generate stones to create a single color, hence you can just remove that and hook the color control directly into where it blends. Remember, any green arrow input accepts green arrow outputs and that can hint just how small you can make a filter.

The overall idea is to reduce as much as you can. Of course there will be exceptions, sometimes we go the "slow route" because we want something specific in the final output. It's a bit difficult to do all this but I think it'll grow on you as you develop your custom filters. I think small practices eventually lead to better output.

I hope this helps in the future! smile:)

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