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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hey: I think I've solved the corners problem: In this filter takes an arbitrary input, and identifies the sharp interior and exterior corners. Uses 4 offsets, calculates differences. The breakthrough was to offset diagonally. (If you just offset horizontally and vertically, you get the exterior corners, not the interior corners.)



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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
002

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
003


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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
004

This one obviously doesn't work as well. The whole thing works on offset, and if the offset shape to be offset varies it doesn't line up quite so well. But, still you can see how it is working in most areas.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
005
Added a percentile component to inset the dots inward, so as to keep the identified area off the edges.

Percentile is my favorite new component, btw. You can use it to create insets, or round corners, all previously impossible.

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KGtheway2B
KGtheway2B

Posts: 660
Filters: 34
I haven't played much with V2, could you use your technique along with the "probability" input of a bomber and let you put down details (rivets/bolts) accurately inside the found corners without clipping them?

This would be a really awesome way to get dynamic bolt patterns.
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18

Hey KG: yep, that's the whole idea! smile:D

I've been dissatisfied w/ my previous attempts to place bolts (see above), which are too random, even at best. If you go back to Page 16 of this thread, you can see some previous efforts.
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
oops duplicate post
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
more corners:
i realized that since I have 4 directional offsets, I could figure out which direction the corner is pointing (!) Check it out:

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
007 Here's another one:
I'm using the hue values to drive the bomber direction. Note how the inside corners read differently than the inside ones. Same hue, different shade.

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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Good morning Everyone,

Hey, CorvusCroax,

That is looking VERY COOL! smile;)

Have a GREAT day! smile:)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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tigerAspect
Posts: 222
Filters: 9
Thanks so much for posting the filter! It's really interesting to see what's going on in there smile;) Really great results out of it already.
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
tigerAspect wrote:
Thanks so much for posting the filter! It's really interesting to see what's going on in there Really great results out of it already.


You bet! Post some of the cooler stuff if you get a chance. I'd like to go back and renovate that thing to make it work w/ the improved corner method, and add some different geometry sources. (But w/ Beta 2.3 out, I might not get to it right away)
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Playing around with making a tank plate sort of filter. Looked at some naval ship technology and stuff like that and realized that the way a lot of modern technology is built is by having a frame and then with infill panels which are then bolted over top of that. This is a kind of experiment w/ that.

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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Hey CorvusCroax,

I LIKE THAT ONE! Looking very good! smile;)

Have a good evening. smile:)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Playing around w/ color a bit:
Calling this one 'Soviet Space Station'

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
002 soviet space station

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
003 soviet space station

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
004 OK: last one:

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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
ronjonnie wrote:
Calling this one 'Soviet Space Station'


Looking good! Could be a little more 'metalish' and dented for my tastes though -- as if it were and old, heavily jury-rigged hulk of scrap metal held together with paint. smile;)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
nice, corvus. i'd like to see the guts on these.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Playing around with pipes. Looks sufficiently techy. Have been trying to make a good 'plumbing' filter, but failing. Need a breakthrough. These pipes are OK, but need more rounded edges to be convincing.

(Also, am annoyed w/ how the new transform nodes break seamless-tiling. smile:evil: )



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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's another. Dunno: kind of fun. I like how the little spheres and tanks stack up sometimes.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's a failed pipe-experiment. Trying to use the uber pipes method w/ the new Beta 2.0 environment.
Problems:
1) no branching
2) all kinds of alignment issues (the collars don't align correctly w/ corner bits
3) discontinuity in how pipes connect, and silly closed loops.

smile:?: need a breakthrough aha moment.

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angelboiii
maya dude
Posts: 107
Filters: 20
wouuuuuuuuu!!!!!! you rock!!! the 'Soviet Space Station' are amazing.. really remind me of oldschool topdown-space-shooter-type-games where you were flying little space ship over some huge space station or something like that..
REALLY NICE!!
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Good morning Everyone, smile:)

Hey CorvusCroax,

YES! Coming along nicely! You can almost see the little space dudes waving.. It will look even better in color.

Have a GREAT day!

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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angelboiii
maya dude
Posts: 107
Filters: 20
CorvusCroax: I took the liberty of taking your space-pipes-greeble and testing it as a displacement.. It looks amazing, real spaceship junk!!!
(i used your JPG so there are some compression artefacts in the displacement..)
Great work, really cant say that enough! smile:D

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hey guys, thanks for the encouragement! smile:D

angelboii: hey, that's a cool rendering. It looks better in displacement! It reminds me of the closeup shots from Outland, or the original BSG.

The soviet space station is really just a test of the bolt placement snippet: it's just tech noise, which is hit with high pass. That is then percentaged to find the 'panels'. Then the corner finding snippet finds then corners, and bolts are placed with a bomber.

The tech greeble is just F1 block noise and F2 block noise blened with difference, a little bit of tone mapping, and bombering down the tanks and vents. (It places the tanks in low points, and the vents in high points.)

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angelboiii
maya dude
Posts: 107
Filters: 20
yeah, all 80's and 90's scifi series/movies had this type of busy greeble hulls.. it looks totaly cool!!
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Playing around with noise. Made some rocks. Using the splendid new rotate node to 'wrap' the texture around the height. Uses the noise from Uber's 'Brain Factory'.

I'm thinking this maybe needs some stalagmites and some directional mold. smile:D

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
here's another view, closer in and w/ less noise roughness. Looks igneous. If you look really close, you can see how the rock texture twists around the shape.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
stumbled across a clever technique doing the above filter. If you chain a minimum and a maximum together, using the same radius control, you can cull out details below a certain size. Check it out:



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Kraellin
Kraellin

Posts: 12749
Filters: 99
huh, that's interesting. thanks smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
The height and mapping does look good on those stones..... smile8)
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Totte
Übernerd

Posts: 1460
Filters: 107
Nice technique Corvus, we learn something everyday by experimenting with FF.
- I never expected the Spanish inquisition
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Playing around w/ my old stonehenge filter, updating to the new FF2.0 nodes. It's still too fussy, but can get some nice output out of it. Source images are my standard test patterns (see earlier in this thread).

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Bigger rocks. Adding a couple of features here:
1) rotating background rock color striations. So they don't all face in the same way.
2) Edge 'wear' and culling out small rocks. This is by using the min -> max trick above, plus a median node.


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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Dunno, think I should develop this more? I think it's spiffy, but it's one of my least downloaded filters. Maybe the ppl over at the Cartographers Guild haven't found it yet smile:D

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
What I'd really like is a filter which defines the outer edges better, maybe even using multiple sizes of rocks or stones. Might use Mike's 'marching ant's method of finding edges + a bomber. Hmmm....
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Hey Corvus,

This is a VERY COOL FILTER!
Yes, you should get the bugs out & submit!

WE WILL ALL BE LOOKING FORWARD TO IT!

Have a good evening! smile:)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Playing around w/ the rocks filter above. Added mossy bits on the top using the normal map trick. (derivative + add .5) Getting some flat spots... inexplicably.

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Kraellin
Kraellin

Posts: 12749
Filters: 99
the flat spots are usually a clipping in the height. try lowering any contrast you have.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
OK new project: Am revisiting my 'Rusterizer' filter. Trying to combine a

Have been wanting to try a new way of blending 'materials' using a big threshold stack for a while. Most filters mixing each part of a result (bump, spec, color, reflectivity) in piece by piece, which can get really complicated with many materials. Instead I want a system which sets the properties for several 'materials' and then uses a series of thresholds to mix between them.

Here are my first couple of tests.
01 Steelerizer

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
02 Steelerizer
Observations:
-Not bad for a first try! It's fast, too!
-got some nasty plateaus going on. Also is flattening out at the bottom range.
-I think that i need to come up with a non-linear way to blend between the two 'materials'. It's hard to get it just right, and needs much more subtle gradations. Need to add some perlin noise to the distribution. In other words, I need to put a slider on a curve somehow.
-needs scratches.
-Edge wear would be good, too. Can do that w/ median. (yaay for median!)
-Put in an assembly to allow the rust to be either up or down.
-Also need to put in a thing which the rust into the edges. (highpass)
-Think I'll also put in a thing which will deposit rust on the top / bottom surface, like the rock thing above.

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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Hey CC, the rust textures on your last two samples look fantastic!!! smile8) smile8) smile8)

Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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