Messages 406 - 450 of 650
First | Prev. | 8 9 10 11 12 | Next | Last |
Sphinxmorpher
![]() |
Damn... and five months to construct?
![]() |
|||||||
Posted: March 21, 2019 3:40 am | ||||||||
rachelduim
![]() |
Nice little houses... but where do I park the car? And what about those weeds at the front door
![]() Math meets art meets psychedelia. |
|||||||
Posted: March 21, 2019 6:43 pm | ||||||||
emme |
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...
|
|||||||
Posted: March 22, 2019 5:51 pm | ||||||||
Grimbly
Posts: 68 |
This is excellent work. Many of these are very impressive and some are just stunning
![]() 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 ![]() |
|||||||
Posted: March 27, 2019 12:21 pm | ||||||||
emme |
Thanks!
Send me an email and I'll send some filters your way. |
|||||||
Posted: March 27, 2019 1:00 pm | ||||||||
Martin Naumann
![]() |
what?! fucking houses :O how?
[great work tho] |
|||||||
Posted: March 27, 2019 4:45 pm | ||||||||
emme | ||||||||
Posted: March 27, 2019 10:35 pm | ||||||||
SpaceRay
![]() |
this is cool ad well done, curious, and I wonder how was made to make all different squares with different designs
same comment as on previous quote |
|||||||
Posted: April 1, 2019 4:06 am | ||||||||
emme |
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. |
|||||||
Posted: April 1, 2019 11:58 pm | ||||||||
emme | ||||||||
Posted: April 4, 2019 11:56 pm | ||||||||
ddaydreams |
Nice non-overlapping drops and refraction effect.
|
|||||||
Posted: April 5, 2019 1:34 am | ||||||||
Martin Naumann
![]() |
amazing as well!
would you mind if you could send me the filter? I really want to know how you did the drops |
|||||||
Posted: April 5, 2019 12:59 pm | ||||||||
emme |
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 |
|||||||
Posted: April 5, 2019 5:36 pm | ||||||||
Yuya
![]() |
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.
|
|||||||
Posted: April 6, 2019 6:21 am | ||||||||
Indigo Ray
![]() |
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) |
|||||||
Posted: April 6, 2019 9:16 am | ||||||||
emme |
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. |
|||||||
Posted: April 6, 2019 3:50 pm | ||||||||
emme | ||||||||
Posted: April 7, 2019 11:04 am | ||||||||
Erik Pedersen
![]()
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 |
|||||||
Posted: April 7, 2019 12:26 pm | ||||||||
Martin Naumann
![]() |
ahh map script, alright. thanks a lot!
![]() |
|||||||
Posted: April 8, 2019 1:27 pm | ||||||||
emme |
@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 |
|||||||
Posted: April 8, 2019 3:32 pm | ||||||||
emme |
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. ![]() |
|||||||
Posted: April 8, 2019 9:33 pm | ||||||||
emme | ||||||||
Posted: April 13, 2019 1:44 am | ||||||||
Martin Naumann
![]() |
beeple, is that you?
|
|||||||
Posted: April 13, 2019 3:13 am | ||||||||
emme |
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.
|
|||||||
Posted: April 13, 2019 1:44 pm | ||||||||
SpaceRay
![]() |
You surely are one of the great FF magicians making incredible, unusual, creative and innovative things.
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 |
|||||||
Posted: April 16, 2019 7:14 pm | ||||||||
earthbound |
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? |
|||||||
Posted: April 16, 2019 9:04 pm | ||||||||
earthbound |
(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? |
|||||||
Posted: April 16, 2019 9:04 pm | ||||||||
emme | ||||||||
Posted: April 16, 2019 10:43 pm | ||||||||
emme | ||||||||
Posted: April 17, 2019 12:50 pm | ||||||||
Erik Pedersen
![]()
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 |
|||||||
Posted: April 17, 2019 3:17 pm | ||||||||
emme |
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 ![]() |
|||||||
Posted: April 17, 2019 8:02 pm | ||||||||
emme | ||||||||
Posted: April 19, 2019 6:47 pm | ||||||||
emme | ||||||||
Posted: April 20, 2019 10:11 pm | ||||||||
Erik Pedersen
![]()
Posts: 290 |
RE: modified julia set 02
THAT one is AMAZING! The Joy is in The Work |
|||||||
Posted: April 21, 2019 12:05 am | ||||||||
SpaceRay
![]() |
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
this is also incredibly amazing that may be done in FF
and I can say the same about this , incredible is done in FF |
|||||||
Posted: April 22, 2019 10:37 pm | ||||||||
SpaceRay
![]() |
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 |
|||||||
Posted: April 22, 2019 10:45 pm | ||||||||
raabix |
This is not a thread, this is an art gallery
![]() 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. |
|||||||
Posted: July 29, 2019 10:34 am | ||||||||
emme | ||||||||
Posted: September 12, 2019 12:39 am | ||||||||
emme | ||||||||
Posted: September 13, 2019 12:26 am | ||||||||
emme | ||||||||
Posted: September 13, 2019 2:02 pm | ||||||||
jffe |
"SDF raymarching shadows" <----I don't know what that means, other than something to do with the light/shadows, but it sure looks cool.
![]() jffe Filter Forger |
|||||||
Posted: September 15, 2019 6:56 pm | ||||||||
emme |
The main objective is always to look cool
![]() 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. |
|||||||
Posted: September 15, 2019 10:18 pm | ||||||||
jffe |
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.
![]() 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 |
|||||||
Posted: September 16, 2019 2:29 pm | ||||||||
emme | ||||||||
Posted: September 30, 2019 12:59 pm | ||||||||
emme | ||||||||
Posted: September 30, 2019 12:59 pm |
Filter Forge has a thriving, vibrant, knowledgeable user community. Feel free to join us and have fun!
33,711 Registered Users
+18 new in 30 days!
153,531 Posts
+39 new in 30 days!
15,347 Topics
+72 new in year!
16 unregistered users.