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LilBlueSmurf
Posts: 22
Filters: 7
I am planing on making a more realistic circuit board, but I had a question and would welcome feedback and suggestions.

The question is, does anyone have a decent way (or is there even a way) to somehow remove overlapping blocks of color? As it applies to this, I would like to prevent the chips from overlapping/combining. They start off separate and are later combined.

It's a rough draft right now and doesn't even have controls, but I am planing on fixing the oddities in the chip connectors size and a couple other small things as well as add some LEDs and possible screw holes w screws. If anyone thinks of some more good components let me know.

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Kraellin
Kraellin

Posts: 12749
Filters: 99
i'd say a blend component using blend modes would be a good way. and dont be afraid to crank up the opacity to 100%

as for components on a circuit board, the most common are capacitors, resistors and a few diodes and transistors, depending on the type of board smile:) actually, i just realized you have capacitors (the colored circles) smile:)

lookin good smile:beer:
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Carl
c r v a

Posts: 7289
Filters: 82
Really good work Lil look forward to seeing the finished version smile:)
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LilBlueSmurf
Posts: 22
Filters: 7
Okay, the only way I figured out to get rid of overlap was to: offset u/d/l/r > multiblend > threshold > blend with other chips. It works great in theory and I can get rid of all the overlap, the problem is that it is a MASSIVE hit to render time. I had to add 20 offset, 6 multiblend, 6 threshold, 8 blend, and 2 switches (for v/h priority in clipping). Thats just way too much. Anyone have any other ideas or suggestions? I would really like to have this in, but a hit like that simply won't work. Also, is tiles a fairly slow component?
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jffe
Posts: 2869
Filters: 90
Quote
LilBlueSmurf wrote:
Also, is tiles a fairly slow component?


----It shouldn't be unless you are feeding something into a non-color control. No idea about the rest really, the mutliblend's *might* be inefficient, but the rest of the components should be pretty much nil really, like 5% render time all total.

jffe
Filter Forger
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Kraellin
Kraellin

Posts: 12749
Filters: 99
well, you could always post the filter here in the forums and let others take a look at it. hard to talk you to where you want without seeing the filter.

and yes, tiles is a bit slow, though not ponderously so.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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LilBlueSmurf
Posts: 22
Filters: 7
Oh, and here is an update. For an example of exactly what I would like to do, that inverted L shaped chip should have the corner cut out so it is two squares. If anyone comes up with an efficient way to do that I will love you forever.

(eh, sorry for double post, should have just modified it, my bad it's late)

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Rawn (RawArt)
Texture Artist

Posts: 812
Filters: 105
This filter looks great. I look forward to it

It would probably be very hard for anyone to comment on how to break up that chip for you without seeing what you did to make it.

Rawn
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Yeah, its great already smile:)

If the worst cases of chip irregularity is like in the pic above, its definitely acceptable. If you don't want to post the complete filter here, you could perhaps post a version that only contains the chip part..

I gave up on the chip thing myself when I made my circuitry filters (this one, and this variant).
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Kraellin
Kraellin

Posts: 12749
Filters: 99
you could also just go ahead and publish what you have and then submit an update when you figure some more out on it.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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LilBlueSmurf
Posts: 22
Filters: 7
Yeah, I'll put it up in beta form, but I really threw this to together and I want to kind of sort and go over it again. I got stuff all over and probably some duplicate steps and stuff. So probably like tomorrow. And the chips can get really funky, the picture isn't bad.
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LilBlueSmurf
Posts: 22
Filters: 7
Eh, sorry I didn't upload it. I kind of figured it out, and I really want to make this usable before I stick it up, even if it still needs updated after. I think I pretty much have it ready for v1 except for some small fiddling and adding in/deciding on controls.

I ended up just feeding the tiles back into each other after a blur/threshold. It fixes everything but that one "L" pattern (which you can see in the picture). I added in LEDs too, though I am not satisfied that they add anything other than render time.

I'll look up "capacitors, resistors and a few diodes and transistors" (thanks BTW), and see how tough they will be to do. If they might take a while to figure out then I'll just polish up what I have and go ahead and submit a v1. Thanks for the feedback so far. smile:D

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Rawn (RawArt)
Texture Artist

Posts: 812
Filters: 105
What would be great in this filter would be switches to turn off things you dont want...like maybe you would not want LED's or some other element like that, so you could just check off the ones you dont want.

will this be a simple filter or a surface filter with depth?

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LilBlueSmurf
Posts: 22
Filters: 7
Yeah, I'll include switches to turn things off. I was thinking of just making it a simple filter, but I could change that. I already have the shadow stuff set up so making some changes for it shouldn't be a big deal, might add a bit more render time though, and this is already getting pretty slow. smile:(
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