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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
15b

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
15e

I'm realizing that I need some way to separate out foreground and background.
Also thinking about adding more hatch modes: radial, directional, focused from a point, etc.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
15f
this one gets the cross hatch showing up fairly nicely in his face.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
15g
david - comes out really well. It's funny how the low saturated areas (like the background) get really broken up and non-directional. (it uses hue to decide the rotation to apply.) Might have to build in something to fix that.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Looking at some other cutline images, I think that one of the things I need to add is some kind of explicity 'patterning'. That is, a distinct pattern which is applied to each color area. If you look at an image like this, each material has its own pattern:


Or this one:
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
v15h
This one just gives in and allows grays.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
v16a
new version... has different controls for the light, mid and dark areas of the input image. Note nifty pattern coming in at the orange areas.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's a self portrait of Albrecht Durer himself. He gets to be my guinea pig for a while.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hit that image w/ perfectum first, to remove all the jpg-badness.

v16b - not bad. Needs more pointy bits.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
v16c - Obama

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
ok: last one
v16f standard test skull

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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Oh, these are REALLY good!!! The threshold of white area left is very nice on the last ones.... smile8) smile8) smile8)
Steve

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

Posts: 12749
Filters: 99
cool, corvus smile:)
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
Hey thanks guys! It takes a bit of fussing to get it to look correct right now, but I think I'm closing in on a good filter. smile:D
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Playing around with Mike Blackney's Materialiserfilter for Zbrush. Hit upon a handy use for it: making GDI light setups. These work sort of like the matcaps, but are additive light. (which makes them useful if you are doing actual material rendering in zbrush).

Stripped out pretty much all Mikes material rendering stuff, and am essentially just using the FF lighting to create the zbrush lighting. Turns out it works for both the lighting and for the specular highlights.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Found that something that looks like this one works roughly best:
Obviously, you want to adjust this to the lighting you want. But it's super easy in FF

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
So, you then just apply that image into the GDI slot in the lighting options. There are NO lights in this image.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
The advantage over Matcaps is that you can then mix with other render materials. This is a nice fake SSD skin material from Digital Creators:

Again, there is just ONE light, plus the GDI at 100

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Absolutely wonderful smile:)
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Nebukadnezar
Posts: 64
Filters: 1
Hi CorvusCroax,

I wanted to ask if you plan to release that promising cutline filter you have been working on. It looks really awesome and I come here every now and then only to drool over it. smile;)
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hey Nebukadnezar

I'd planned to release it but I just haven't had time for Filter Forging lately. I could submit it as-is, but I'm concerned that the controls aren't intuitive enough.

Also: I've got like 17 versions. (!) Problem is every time I start looking at it, I think 'wouldn't it be better if...' etc. Maybe I should just stop polishing and just release it. smile:| Actually, I should probably release a couple of the good ones.
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Nebukadnezar
Posts: 64
Filters: 1
Sounds good either way, thx for the update! smile:)
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cfree68
colin Fizgig

Posts: 61
Filters: 23
lol.. I know how you feel CorvusCroax, I have like 50 old style brick textures all better than what I've submitted, but I just haven't had time to update any of them to be easily understood in an interface.. and I keep thinking, I could do better.

I'd rather release a finished filter that I never had to update again vs upload 10 slightly different versions of the same thing.

It is a very cool filter though.
colin Fizgig
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hey Nebukadnezar: fyi: the cutline filter is released. It's now v18, since I cleaned up a lot of the interface stuff to make it less unwieldy.
Enjoy!

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
heres another sample

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
and another, to show the variety

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
here's the original:

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I love this look of the filter. It totally nails that classic effect. smile:)
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Nebukadnezar
Posts: 64
Filters: 1
Thank you very much!
I will certainly find a use for that and as Skybase said, you really nailed the look. Perfect enough for me anyways. smile:)
Thx again!

edit:

I did a quick test. The image by fuseli is probably not the best choice, because some of the forms disappear in the shadow. (I used two different variations at some spots )
And yet your filter worked wonders. smile:)

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Glad you like it, everyone!

Nebukadnezar: yeah, you want an image that has a fairly good light-dark range. I'd recommend hitting your image with levels beforehand. (Maybe also cranking up the color vibrance.)
FYI: I considered adding a pre-adjust brightness control to it, just right at the top, but decided not to b/c it doesn't do as good of a job as levels in Pshop, and using the FF levels would add too many controls.

Try fiddling with the 'mid threshold' and 'edges light'/ 'edges dark' sliders. The edges come from a high pass step, so it will find contrast even between dark things.
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
OK: new filter. This time back to the whole pipes concept. Have hit upon maybe a better way to do pipes and wires using tech noise along with Derivative and some curve tricks.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's my 'Steelerizer' filter that Thrash asked for: Might come back to it later.

Steelerizer 003.ffxml
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
It's like the rusterizer, but with some steel shiny bits. Loads your image as a bump map. The controls don't make tons of sense yet. Looks like this:

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Or like this:

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
OK: I just saw this image and now I totally want to make an image => stained glass filter.

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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
I pitty the fool who turns me into stained glass!!! lol...
Steve

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

Posts: 12749
Filters: 99
nice pipes and steel, corvus smile:)
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
So, I was checking out Band of Runes LINKby Orestes, and ended up creating a super-duper deluxe version. Check it out:

It's got:
a) very controllable text style formation. Includes Regular and Italicized text. (image below shows italicized). You can even control if the text has symmetrical letters, and which axis they're symmetrical across (Y, A are Horizontal, E, B vertically)
b) the text always lines up with the circular banding. (It creates a big grid of text, and then you adjust the band itself)
c)Sweeping arcs, spinning lines, little dots, etc all to make it more astronomical
d)There are even little seals with some text characters.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Version 001
You can see how there are 2 bands of text, the text lines up exactly, and it's even scaling.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
test 003 - showing more text variation

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
test 004
The text ribbon can be a straight line, or it can also have dips and notches in it. Note the little Triangular seal on the left. Each seal has a letter in it. Note that some letters are symmetrical, and some are not.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Have not really been dealing w/ colors, etc. I figure it's important to just get the black and white working first. Plus there are so many FF filters to hit them with. Here's test 001 hit with "Dreamer" (by Emme, I think)

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#000 hit with Analoge

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here it #001 rusterized. Reminds me of the Dark Crystal movie from the 80's.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Trying something else: how about non-circular ribbons? Triangles, pentagons, squares, etc. Note how the Green triangle interweaves with the circle.

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