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Sphinxmorpher
Filter Optimizer

Posts: 1750
Filters: 39
Damn... and five months to construct? smile:-D Looks really good.
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rachelduim
So Called Tortured Artist

Posts: 2498
Filters: 188
Nice little houses... but where do I park the car? And what about those weeds at the front door smile;-)
Math meets art meets psychedelia.
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emme
Posts: 718
Filters: 8
Haha, thanks. Maybe I'll add parking spots and lawn mowers in the next version, but this thing is getting way too slow to work with right now...
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Grimbly
Grimbly
Posts: 68
This is excellent work. Many of these are very impressive and some are just stunning smile:)

I was wondering if you'd be willing to share any of the following filters even if only privately.

mazetile
hills
fractal
technopolis
rock
waveshaper
terrain dof
vectorfield
framework
reflective
celestial
transformation
processing

These are by far my favorites and I'd love to have the chance to play around with any or all of them smile:)
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emme
Posts: 718
Filters: 8
Thanks!

Send me an email and I'll send some filters your way.
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Martin Naumann
Martin Naumann

Posts: 464
Filters: 98
what?! fucking houses :O how?

[great work tho]
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emme
Posts: 718
Filters: 8
Haha, it's a looped bomber, building the houses (and grass) layer be layer, like a 3d printer. This is how it looks like with just 16 layers (instead of a hundred).

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
emme wrote:
billboard 04



this is cool ad well done, curious, and I wonder how was made to make all different squares with different designs

Quote
emme wrote:
megacity 01


same comment as on previous quote
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emme
Posts: 718
Filters: 8
Thanks. The designs are two randomized patterns (one polygonal shape, the other more textural) fed into a threshold to get a mix of the two. A randomized text-box is laid on top of that (I shared the text snippet somewhere in this thread earlier). And as you probably guessed, a bomber is then used to randomize the parameters. The whole thing is run through a loop to create some weathering effects.

Megacity is still very much work in progress, but right now it's using looped 2d shadows for each light source + looped ambient occlusion + looped height displacement. The heightmap is just blocks noise.
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emme
Posts: 718
Filters: 8
droplets 01

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ddaydreams
Frank Hawkins
Posts: 412
Filters: 1
Nice non-overlapping drops and refraction effect.
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Martin Naumann
Martin Naumann

Posts: 464
Filters: 98
amazing as well!

would you mind if you could send me the filter? I really want to know how you did the drops
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emme
Posts: 718
Filters: 8
Thanks guys!

Here is the circle packing script I wrote for this. I saw circle packing was discussed here years ago, but couldn't find any scripts, so I attempted to create one. I'm sure the script could be better optimized, but it gets the job done reasonably quick.

For the droplets I use the script in mode 3 (+ circular tone mapping), then get the x/y derivatives and use those to offset the background for "refractions".

CirclePacking v002.ffxml
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Yuya
2D/3D Generalist

Posts: 4025
Filters: 76
Welp, after all these years we have a solution. Sweet stuff emme. Thank you for all that effort and all the extremely beautiful filters you've made so far.
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Thanks for the script emme! It's pretty fast considering it's brute force.
I wonder if we can do some sort of mask input that places circles only within the masked shape. Actually that should be pretty easy.

(edit: oh it's already been done! I forgot)
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emme
Posts: 718
Filters: 8
Oh, so there were scripts released already. For some reason I couldn't open the second page of the thread, and missed those.

ThreeDee's script seems to have a similar algorithm, but runs a lot slower. Probably because most of the calculations are done inside get_sample() function, whereas mine runs mostly in the prepare() function. I guess there's no way around that if you want to use map inputs (as they can't be called inside prepare).

Sphinx's script is using some old lua functions and would need some fixing to get running.

And yes, adding masks should be easy, but not very efficient, having to do this inside get_sample() function. At least not without using unsafe scripts.
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emme
Posts: 718
Filters: 8
testing screen space ambient occlusion

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Erik Pedersen
Goggerfett

Posts: 290
RE: testing screen space ambient occlusion

WOW! Does the source have to be a perfect square, or would say, 1920x1200 work too? Either way, AWESOME effect, emme!
The Joy is in The Work
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Martin Naumann
Martin Naumann

Posts: 464
Filters: 98
ahh map script, alright. thanks a lot! smile:)
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emme
Posts: 718
Filters: 8
@Gogger, Thanks - for the ambient occlusion itself, any image size will work. For this specific (depth map) structure, I ended up using a square, but any size should work.

@Martin, No problem - I'll be sure to check your gallery in case you come up with something cool using the script haha.

Few updates for the circle packing script:

Added two new modes: mode 4 for circle x/y positions and mode 5 for circle texture coordinates. This makes it possible to do color fills, masks and to map images to the circles.

Drawing is now optimized to not oversample empty areas due to scaling. This was causing big slowdown when scaling the circles down. All modes should also now work correctly with scaling.

AA zones still need some work. Antialiasing should be set to all pixels when using bitmaps.

CirclePacking v003.ffxml
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emme
Posts: 718
Filters: 8
With the new output modes, there's a lot more possibilities.

I think this approach is way faster than trying to process map inputs inside the script. There are some downsides, like not being able to control the circle radii via map, making things like precise mask edges impossible.

Some examples here.

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emme
Posts: 718
Filters: 8
dreamscape 01

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Martin Naumann
Martin Naumann

Posts: 464
Filters: 98
beeple, is that you?
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emme
Posts: 718
Filters: 8
Just checked out beeple and wow, his work is amazing. Especially the daily stuff - crazy how he can keep up that pace. Very inspiring stuff.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
You surely are one of the great FF magicians making incredible, unusual, creative and innovative things.

Quote
emme wrote:
Here is the circle packing script I wrote for this. I saw circle packing was discussed here years ago, but couldn't find any scripts, so I attempted to create one. I'm sure the script could be better optimized, but it gets the job done reasonably quick


WOW!! WOW! WOOOWWW!!! You have DONE IT after so much time and many years waiting, awesome! and considering how slow FF could be, this is really very fast.

I have to test it and see more how it works

thanks a million for being able to make it and most of all for sharing it with all of us
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earthbound
Posts: 97
Filters: 1
WHAT @ dreamscape 01. Wow!
You refer to the prophecy of the pastry that will bring balance to the Force. And you believe it's this...donut?
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earthbound
Posts: 97
Filters: 1
(And at so many of the images in this thread!)
You refer to the prophecy of the pastry that will bring balance to the Force. And you believe it's this...donut?
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emme
Posts: 718
Filters: 8
Thanks!

circlepack 01

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emme
Posts: 718
Filters: 8
circlepack 02

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Erik Pedersen
Goggerfett

Posts: 290
Heya emme, as you surely know your stuff is NEXT LEVEL! I don't know if even the creators of Filter Forge imagined it could do the stuff you are getting out of it.

I know if you went onward and upward and made a stand-alone program that creates the kinds of images you create and show here, I, for one, would buy it in a heartbeat and would gladly pay for effects packs, add-ons etc. I know it is a HUGE undertaking, but just wanted to throw that out there.

Your stuff boggles the mind and is artwork in its own right. Keep up the stunningly amazing work!
The Joy is in The Work
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emme
Posts: 718
Filters: 8
Hey, and thanks a lot!

It would be fun to design such a program - unfortunately I don't have enough programming experience (or money) to make that happen. Software development is pretty hard haha...

Luckily FF can already create all this stuff and even with some of its limitations, I find it really fun to work with.

All the feedback is appreciated - thanks.

circlepack 03

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emme
Posts: 718
Filters: 8
modified julia set 01

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emme
Posts: 718
Filters: 8
modified julia set 02

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Erik Pedersen
Goggerfett

Posts: 290
RE: modified julia set 02

THAT one is AMAZING!
The Joy is in The Work
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
emme wrote:
modified julia set 02


IS this really made in FF???? Incredibly amazing and I really can“t believe that such image could be done in FF, but if the magician emme shows it, I have to believe that this awesomeness is possible and real

Quote
emme wrote:
testing screen space ambient occlusion



this is also incredibly amazing that may be done in FF

Quote
emme wrote:
dreamscape 01



and I can say the same about this , incredible is done in FF
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Gogger wrote:
Heya emme, as you surely know your stuff is NEXT LEVEL! I don't know if even the creators of Filter Forge imagined it could do the stuff you are getting out of it.


I totally Agree with this, emme is FF next level and even out of expert FF, it stands out and surely FF developers did not know that all these things could be possible
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raabix
Nodist
Posts: 121
Filters: 45
This is not a thread, this is an art gallery smile:D

Awesome work Emme, I was not aware that you were still actively participating in the Filter Forge community since the last released filters of yours date back to version 4.0. Your work is really insprational and truly creative.
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emme
Posts: 718
Filters: 8
Thanks for the comments! Trying to get back into the groove smile:)

cubemesh 01

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emme
Posts: 718
Filters: 8
Testing out some SDF raymarching shadows. Not very fast yet.

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emme
Posts: 718
Filters: 8
And some debugging art as a side product.

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jffe
Posts: 2869
Filters: 90
"SDF raymarching shadows" <----I don't know what that means, other than something to do with the light/shadows, but it sure looks cool. smile:)

jffe
Filter Forger
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emme
Posts: 718
Filters: 8
The main objective is always to look cool smile:)

Technically, the idea is to describe the scene as a distance field and use raymarching with an adaptive step size to optimize for speed. So basically, from each point of the image, take steps towards the light until you hit something. If you hit a wall, you're in the shadow - if you hit the light you're illuminated. The distance field allows to take bigger steps when far away from objects and smaller steps when close. This saves calculations while remaining accurate.
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jffe
Posts: 2869
Filters: 90
emme - The ways the light/shadows/colors interact is great. It might not be photo realistic or whatever, but the overall effect is very pleasing to the eye despite the fairly basic shapes. It just works visually. smile:)

jffe

Added : Forgot to mention, the ice cream cone or 'teardrop' shadow effect is cool too. I don't know if that was intended or not, but I enjoyed it ha-ha.
Filter Forger
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emme
Posts: 718
Filters: 8
jffe - Yeah the cones are just a side effect haha

triposcope 01

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emme
Posts: 718
Filters: 8
triposcope 02

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