Qender | ||||||||
Posted: November 5, 2007 5:12 am | ||||||||
Qender |
Wow, this by far beats my brushed steel! This looks really lifelike. It doesn't do seamless tiling very well though, and it would be nice if I could change the size of the beveled area. Still really beautiful, congrats!
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Posted: November 5, 2007 5:19 am | ||||||||
ronviers
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Thanks Qender but your panel and tile filters are beautiful and have a much broader range of applications than this on. Because of the design approach I took this is very much a one trick pony.
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As it stands it will probably never tile very well but I will see what I can do about a better bevel. Thank you. ![]() @ronviers |
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Posted: November 5, 2007 10:17 am | ||||||||
Kraellin
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hmmm, i've seen this somewhere before
![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 5, 2007 1:11 pm | ||||||||
jffe |
I don't understand the bevel, why have a bevel exactly ?
jffe Filter Forger |
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Posted: November 5, 2007 4:09 pm | ||||||||
ronviers
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Hehe - even the same preset ![]()
Well, the first one didn't have it - and it is optional. Originally it was called a seam. @ronviers |
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Posted: November 5, 2007 4:15 pm | ||||||||
jffe |
I take it part of the secret recipe is ProfGrads ? Cause if you could get the same look with Perlin Noise, then it would tile perfectly. I wonder why the ProfGrads work better in this case, or have we checke dinto that in other similar cases ?
jffe Filter Forger |
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Posted: November 5, 2007 4:26 pm | ||||||||
ronviers
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To be more accurate I should have said 'at one point it was called a seam', this fitler has had a lot of iterations.
Do you mean for the bump map? Because of FF's design the multiplication of orthogonal gradients are how you achieve flatness in FF-land. ![]() @ronviers |
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Posted: November 5, 2007 4:34 pm | ||||||||
jffe |
----Not sure what that term means. I substituted a Perlin Noise for the ProfGrads, did some blending, and got it seamless and faster, but it lost a LOT of the shine it had, basically, it lost it's look. I am not sure if a Threshold might help or hinder, maybe some High Pass, but I'm sure there is a way to get that much shine and not use any ProfGrads, then it would tile seamlessly. The "flatness" wasn't the problem I ran into, the mods I made started to kind of split up the lines, into more like beaded or dotted striations, and like I said, the really bright shine disappeared somewhere along the way too (although I think that had more to do with the blending I did to keep the brushed lines flat). Basically, this filter could be done with one Perlin Noise instead of all the ProfGrads, it would/will just take a day or three of exprimenting and learning how to keep the shine while keeping the lines flat. I'm probably not going to spend the time on it, but I did want to try and be helpful and let you know what I had done for starters, in case you want to pursue it. ![]() jffe Filter Forger |
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Posted: November 5, 2007 4:55 pm | ||||||||
ronviers
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Posted: November 5, 2007 5:44 pm | ||||||||
ronviers
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Posted: November 5, 2007 5:44 pm | ||||||||
ronviers
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Posted: November 5, 2007 5:46 pm | ||||||||
ronviers
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jffe - thanks for taking a look at it. I will try your suggestions and see what I can come up with.
By orthogonal gradients I mean gradients at right angles. If you think that's obscure here is how onyXMaster put it:
![]() @ronviers |
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Posted: November 5, 2007 5:51 pm | ||||||||
Carl
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Good one Ron
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Posted: November 5, 2007 10:16 pm | ||||||||
ronviers
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Posted: November 6, 2007 10:19 am | ||||||||
ronviers
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Posted: November 6, 2007 10:20 am | ||||||||
ronviers
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Posted: November 6, 2007 10:21 am | ||||||||
ronviers
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I did the same using this image.
Note; the image used for lighting needs to be twice as wide as it is tall and kept pretty small or it will take a while – the import process is very slow for larger files. When used as a mirror it might be tricky to get the reflections to match perfectly but when used as metal then close might be good enough. ![]() ![]() @ronviers |
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Posted: November 6, 2007 10:23 am | ||||||||
ronviers
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Thank you Carl. ![]() @ronviers |
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Posted: November 6, 2007 10:24 am | ||||||||
Kraellin
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i think the recommended size from one of the FF team was stated to be 400 x 200. that's not a fixed number, but on a single core, 3 ghz machine, that size is going to take like 10 or 15 minutes. as your file size goes up, so will the rendering time to get your hdri lighting environment. i'm not sure if it's a geometric progression on time, but it wouldnt surprise me if it was. so, keep your .exr files small.
also, remember that the lighting environment 'sphere' only moves laterally, currently. so, if you use an image for the import that is something like a gradient, make sure the gradient is oriented to give you the full benefit of that gradient. and what i mean by that is, let's say you have an image that is a number of horizontal lines. if you use that for the import when you have it in place in the lighting enviroment and you move the sphere, you will have no variation in your environment as you move the sphere. but, if you rotated that image 90 degrees before import so that the horizontal lines are now vertical and imported it that way, when you move the sphere laterally, you would get a change because the vertical lines would now be changing in place, rotating as you rotated the sphere. If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 6, 2007 12:05 pm | ||||||||
ronviers
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That's good advice, I do not remember how long the 1200x600 image took to process but it was quite a while. I was going to post the .ffenv files to the web for others to use but it turned out to be around 12MB so they're too big for my connection.
Another good point. If I had been aware of that I would have flipped the angelballs image so the larger spheres were above the horizon. Still, it's not a bad example because some projects will need the light to be placed lower. Angel balls make good skies. ![]() @ronviers |
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Posted: November 6, 2007 12:36 pm | ||||||||
Kraellin
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cool
![]() well, i've started a thread in the general discussion forum for creating a library of .jpg's to use as .exr's. post whatever images you've used that follow the criteria laid out there into that thread and perhaps we can get a nice library going of good jpg's for lighting environments! ![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 6, 2007 1:34 pm | ||||||||
ronviers
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I have been trying and for a while I thought I had it, but all I did was move the profile gradients to other locations. I will come back to it if I think of something else to try. ![]() @ronviers |
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Posted: November 7, 2007 1:55 am | ||||||||
Carl
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How did you manage to get the different pic into the presets
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Posted: November 20, 2007 4:54 am | ||||||||
ronviers
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That is actually a car inside the environment ball.
![]() @ronviers |
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Posted: November 20, 2007 4:57 am | ||||||||
Carl
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So can you supply with your filter the HDRI enviroment as part of the filter ? or maybe the answer is self evident
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Posted: November 20, 2007 5:02 am | ||||||||
ronviers
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I'm not sure I understand the question but users can import their own images into the environment ball for generating custom reflections for their own work. I don't think that answers the question but nothing about this filter is self evident - it's whacked.
![]() @ronviers |
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Posted: November 20, 2007 5:07 am | ||||||||
Carl
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I didn't realize you could supply the image with your filter when submitting it to the library
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Posted: November 20, 2007 5:30 am | ||||||||
ronviers
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I wish, but no, what you see in the mirrors are the environments supplied with FF. You just might not have noticed the car before. You can use this filter to explore the environments. There is a control to rotate the ball on the other axis (like a clock) and a control to move the objects nearer and farther away - the distance control doesn't work that great because the error becomes great as it moves away from zero. @ronviers |
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Posted: November 20, 2007 5:36 am | ||||||||
Carl
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Your right i never noticed the car before, looking at the gut very clever, I wish Hdri had a zoom and clock rotate they would be very handy, maybe you could make a snippet [ hint hint ]
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Posted: November 20, 2007 5:59 am | ||||||||
ronviers
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I have been looking at the way I went about it as too crude and gimmicky to be useful but you never know what FF designers will come up with. I will release a snippet as soon as I get past this stupid modeling project that has already taken *way* more time than I had allocated for it.
@ronviers |
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Posted: November 20, 2007 6:13 am | ||||||||
Carl
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You have to post/or send when finished ![]() ![]() |
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Posted: November 20, 2007 6:15 am | ||||||||
ronviers
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Don't worry - i'm sure I will be obnoxious about it. I wish I could say it was just around the corner but there is a tremendous amount of work between me and my vision. @ronviers |
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Posted: November 20, 2007 6:27 am | ||||||||
Carl
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Slowly slowly catch the monkey
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HeHe don't worry I'm very curious by nature ![]() |
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Posted: November 20, 2007 6:31 am | ||||||||
ronviers
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Hey Carl - I found another car. Check out preset # 2 of this one - at least it looks like a car to me.
Explore FF-land.ffxml @ronviers |
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Posted: November 20, 2007 7:28 pm | ||||||||
Carl
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yep looks like it - I really hadn't looked that deeply into the pics - there so much more in them - to pin point exact bits of lighting could drasticly effect textures - I reckon Steve would be interested cause he is not happy about the restrictions of the lighting enviroments,this adds another dimension to lighting effect - your abit of a smarty Ron
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Posted: November 20, 2007 8:04 pm | ||||||||
Carl
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Hu - quick, good one Ron you must have a nice little collection now - sorry ignore this post - head down focus repeat after me Maya Maya
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Posted: January 5, 2008 4:06 am | ||||||||
ronviers
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local rotation axis local rotation axis local rotation axis
![]() @ronviers |
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Posted: January 5, 2008 4:15 am | ||||||||
ronviers
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As textures go this one is extremely fast. Which is just what we were talking about earlier. A photorealistic texture that is fast is almost certain to go HU in my opinion.
If I could just get two more you will all be stuck with me for life. ![]() please please please filter forge gods... let me have two more HUs Come to think of it, since you guaranteed that my Add Atmosphere filter would go HU I only need one more and I can hold you responsible for the last one. ![]() @ronviers |
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Posted: January 5, 2008 4:40 am | ||||||||
Carl
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ooooo noooooo ![]() ![]() ![]() ![]()
yes I agree totaly, I'd add the words "Photorealistic Real World Textures" - ![]() ![]()
Still backing that prediction - you'll get your lifer no problems ![]() |
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Posted: January 5, 2008 8:21 pm | ||||||||
bergamasque
Posts: 1 |
I was stoked when I found this filter, I always find it hard to make my own mirror textures and this looked like it could do so many different variations ! However I was disappointed when I tried to use it to make a long mirror texture, as this seems to only be able to create 1:1 ratio images, so if you try to make anything with a different ratio, you'll just get your mirror image repeated, bevelling included instead of one continuous texture. Such a pity, those mirror effects are so good !
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Posted: April 15, 2011 5:15 am |
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