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Kochubey
Filter Forge, Inc.

Posts: 154
Filters: 77
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Kochubey
Filter Forge, Inc.

Posts: 154
Filters: 77
Nice! smile;)
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Totte
Übernerd

Posts: 1460
Filters: 107
Well thank you.
I was just toying around and suddenly I got this nice effect smile;-)

- I never expected the Spanish inquisition
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Excellent look on the stones - nice work. smile:)
@ronviers
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Totte
Übernerd

Posts: 1460
Filters: 107
Thanks,

I'm learning smile;-)
My primary goal is to make the filters fast. If it renders fast on my 16 cores, it will be useful for anyone on slower systems.
Some filters (very good and complex ones) takes 2-4 minutes to render on my 16 cores using all cores almost at max, I would not even think of what they take on a std dual core machine.
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Redcap
Redcap

Posts: 1290
Filters: 100
Wow, very nice effect. The sand area leaves a little to be desired but nice rocks!



If you are bored check out my unpractical math website
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Totte
Übernerd

Posts: 1460
Filters: 107
Yes, I will try to improve the sand and its controls but without adding too much performance penalties.
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Some more controls would be nice, but very nice first preset! smile:D
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Totte
Übernerd

Posts: 1460
Filters: 107
Update posted.
Lots of more control now, and better sand.


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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Those sure are some tiny samples - a little difficult to tell what you have going there but I'm sure it will be fine.
Fyi, when you submit an update, or, for that matter, when you download an updated filter, you will need to force your browser to refresh in order to see the update from the ff site, as well as delete the local copy of the filter from your library, otherwise the filter will appear to update but it will not.
@ronviers
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Totte
Übernerd

Posts: 1460
Filters: 107
Maximum allowed size of the file to upload exceeded (256,000 bytes)!
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Kraellin
Kraellin

Posts: 12749
Filters: 99
totte, welcome to RP.

yes, the max size is 250k. but, dont confuse file size with image size. if you're using photoshop, use the 'save for web' function and dont resize the image, just resize the file through compression.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Totte
Übernerd

Posts: 1460
Filters: 107
I know, but I stitched them together and didn't want to compress to hard.....thats why I just shrunk the image size to avoid compression. (The real previews will be up any time soon anyway I guess )
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Kraellin
Kraellin

Posts: 12749
Filters: 99
well, it's hard to make out any detail when they're that small. i know cutting the resolution also cuts detail, but in most cases, the larger image size is still better than the postage stamp size.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Totte
Übernerd

Posts: 1460
Filters: 107
OK, I'll try again smile;-)

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Kraellin
Kraellin

Posts: 12749
Filters: 99
there ya go! much better smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Looking better all the time Totte. It would be nice if you made the sand sort-of dip under the stones.
@ronviers
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Redcap
Redcap

Posts: 1290
Filters: 100
Holy Cow you got something here. I was burnt out from work today and chilled for 20 minutes in front of this filter and I produce my most photo-realistic texture to date using this filter as a spring board. This is a cool filter, and with just a little tweaking it could be really really really really awesome!




If you are bored check out my unpractical math website
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Very good Redcap. Nice tie-in with the sand/stone boundary. I can see around each stone where the water level used to be. I was thinking it would be better to bring the sand down under the stones, but I like your idea of bringing it up even better. It might be cool to add a translucent water layer with some specularity and motion blur to make it look like they are in a creek bottom. I like your stone arrangement better but I still like Totte's stones.
@ronviers
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Wow, just wow. smile:eek:
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Tsu Dho Nimh
Bottom-Feeding Filter Scavenger
Posts: 190
Fabulous for bathroom walls and floors!

This is going to be fun to play with.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
ok, isnt anyone going to mention uber's stones? (or was it dilla's?)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Totte
Übernerd

Posts: 1460
Filters: 107
This is the version that I will post when the current posted version is online (still not up ...).
Been tweaking it a lot.




wet stones.ffxml
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Totte
Übernerd

Posts: 1460
Filters: 107
OK, now the tweaking is making a result.


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Totte
Übernerd

Posts: 1460
Filters: 107
This is the latest tweaked filter...

wet stones.ffxml
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
I don't know. smile:| I like your original stones.
It would be nice if you could combine your original stones with Redcap's sand and the reflections voldemort is getting in his exotic_stone_tile filter, you would really have something.
I looked at what voldemort did but it made absolutely know sense at all. smile:(
@ronviers
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Totte
Übernerd

Posts: 1460
Filters: 107
I kept the originals smile;-) A checkbox to enable the "destructive mode".
Redcaps sand will kill the"wetness" of the stones, but I will upload the latest one now when fiz 1 has been approved on the server...
- I never expected the Spanish inquisition
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Quote
Totte wrote:
I kept the originals

That's a relief. There are a lot of embedded stone filters but I do not remember anyone with stones as good as that. It would be nice if the user could control how many pretty ones there are in a group of ordinary ones.
@ronviers
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Totte
Übernerd

Posts: 1460
Filters: 107
That is what the "power effect" does, it adds a "layer of destruction and mayhem" over the pretty ones. You can control that so you can keep a few pretties as long as you set all your sliders correctly.

Check this one out...

wet stones.ffxml
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
That's a lot of controls. My rule is that each click of the randomizer should be recognizable and every third press should be interesting. But that said, many filter makers like a lot of controls.
@ronviers
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Totte
Übernerd

Posts: 1460
Filters: 107
Yes, but it is hard to satisfy both camps, one saying "give us more controls" and the other saying "keep it simple".
What I really want is a setting that can prevent certain controls from being randomized, like the "Stone Effects" checkbox. It should be labeled "Use on your own risk".

Maybe a feature request but that must have been requested several times already.
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Totte
Übernerd

Posts: 1460
Filters: 107
That was fast! The new version just came online!
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Quote
Totte wrote:
both camps

This one was rejected due to performance, but it's easy to see which camp I fall in to.
This one will be slow even on your machine. smile:eek:

Turquoise - forum.ffxml
@ronviers
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Quote
Totte wrote:
That was fast!

Some times it happens that way - can't count on it though.

Btw, I made that turquoise filter when I knew very little about filter making, so the internals will be crazy.
@ronviers
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Totte
Übernerd

Posts: 1460
Filters: 107
About 25 secs per preview.

I speeded up wet stones by a factor two by using multiple equally configured tiles instead of fetching alpha channel and filter that and then blend together..

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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Quote
Totte wrote:
About 25 secs per preview.

Wow! really!? You can be very sloppy with a system like that - better be careful.
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Totte
Übernerd

Posts: 1460
Filters: 107
OK, I've now added a checkbox to enable water over the stones...



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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Well, it looks a heck of a lot better than my attempt:

waterAttempt.ffxml
@ronviers
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
The problem I have is that anything I try with this filter totally ruins it - I really do not understan what you have going on in there. smile:|
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Totte
Übernerd

Posts: 1460
Filters: 107
I've made another change also, to have small waves, looks like this...

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Totte
Übernerd

Posts: 1460
Filters: 107
Here is my latest filterversion if you wanna look. I made a testfilter just to run the water tests and copied that into wet stones, and now it looks like a plate of spagetti smile;-)



wet stones.ffxml
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Totte
Übernerd

Posts: 1460
Filters: 107
When we in 2.0 (hope hope, hope) can suck the info from a surface to feed into another chain of filters-modules, the stones could really have "volume" under the water...
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
No. That last one is no good.
@ronviers
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Quote
Totte wrote:
When we in 2.0

I think it can be done with v1 - I think you can do it. Don't give up on it. You may need to step away for a while.
@ronviers
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Totte
Übernerd

Posts: 1460
Filters: 107
What do you think about this one then?

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