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Skybase
2D/3D Generalist

Posts: 4025
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Revived an old, unreleased 2.0 filter with a slightly different approach. It's still slow haha.

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SpaceRay
SpaceRay

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Beautiful, unusual and cool swirly texture, and how slow is it?
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Skybase
2D/3D Generalist

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Filters: 76
Take a guess.

Hint: My standard understanding goes that 1 minute = a generally slow filter. 10 = an absurdly slow filter. Pick a number between 1 and 10!
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Lab color has always been one of those useful color spaces when dealing with correcting colors of photographs, sharpness and other details. I made a small utility back several months ago that utilizes Lab. It's relatively simple, but the overall color correction is very precise. Needs more features though as a filter!

smile:)

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Skybase
2D/3D Generalist

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Filters: 76
Color is one of those topics that really pops up as a subject of taste. However, there are general schemes of color with harmonic relationships in terms of design. This is a small utility that helps establish relations between the first color you pick and will automatically generate those schemes without too much extra work. While this filter is a work in progress (it doesn't accommodate tone and saturation), it's a neat little utility that lets designers quickly scrub through schemes while producing patterns in FilterForge.

These methods, construction-wise also prevent ugly imagery from happening when the user presses the next-variant button. So the design, while restricted, can be slightly a pain, the images produced always has an expected appearance and scheme.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Seems like I forgot to talk about this filter. I discussed stuff about it on my Facebook page.

I've been making tiny improvements to it, but I still have an issue rigging some of the things. For example, tilting the water level in specific ways has been proven pretty tricky given how simple the method is. I probably need to add a couple nodes to fix it. (Self-note, don't worry if you don't understand me.)

The filter basically suffers from usability issues. It's not broken, some of the results are just messy when the settings are specifically set.

The neat little thing is that if you feed it a mask, it'll look convincing. This example picture below is a bit rough but you get the point. Of course, the more detail you put into the mask, the better. While it won't find perspective, zdepth or anything advanced, it'll do a pretty "ok" job if you align the horizon line.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Color correction / grading has always been a subject of technicality and taste. Typically people enjoy tinkering RGB values but never really consider all the other color spaces available in Photoshop.

I made a small utility that allows users to play with Lab color space which is typically regarded as being advanced. This is a pretty basic filter, but it's capable of doing some basic color correction and sharpening.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
The filter itself has limited control, making it slightly easier to just play with the settings rather than getting detailed with them. If you want further control, you might as well use Photoshop in this case smile;)

The render times hang around 10 seconds so it's not bad considering there's a detailing, 3-phase sharpen filter applied on the L channel. Overall works pretty fine.

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Skybase
2D/3D Generalist

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Filters: 76
I tried mimicking an appearance of textured pavement... instead I got something weird.

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Skybase
2D/3D Generalist

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One more.

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SpaceRay
SpaceRay

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Quote
Skybase
Color correction / grading has always been a subject of technicality and taste. Typically people enjoy tinkering RGB values but never really consider all the other color spaces available in Photoshop.


I agree with you in this as there is the Lab color space, and is better and more powerful than RGB, and I have recently found a whole book about this topic that seems interesting = Photoshop LAB Color: The Canyon Conundrum and Other Adventures in the Most Powerful Colorspace

Quote
Skybase
I made a small utility that allows users to play with Lab color space which is typically regarded as being advanced.


What is different this than using Photoshop own Lab color for color correction? (if you already have Photoshop of course)
Is the 3-phase sharpen filter one of the reasons?
Because in Photoshop this is done in real time and in FF you have to wait for the result.
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Skybase
2D/3D Generalist

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Mostly made for teaching people.

Otherwise it's just more demo material. Nothing that useful.

3-phase sharpen is just fancy.

[edit] I also have the book. It's mostly sitting around for reference now as much as many of the technical color science books in my home are.
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Skybase
2D/3D Generalist

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Filters: 76
Haven't done proper 3D modeling in a while. I recently got myself Luxology Modo and began doing stuff in it. I'm a bit new to all of it so stuff threw me off constantly but I think it worked out. Aside from the fact that natural hat weaves don't go up and over the top of the hat, rather around, it seems like... it overall worked out.

Texture was generated using Twill Weave by Constantin Malkov

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Skybase
2D/3D Generalist

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Filters: 76
Updated. Fixed displacement, added nice physical lights.
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Indigo Ray
Adam

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This is great! smile8) But I'm feeling critical today. The brim towards the front is a little weak. With that large weave, the real material would crack on the edge. If possible, you could let the end stick out free, or protect it with a radial weave.
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Ah nice! looks good overall smile:-)
For the top, you could maybe tweak the texture, so that it is round.I used Photoshop´s Polar Coordinates filter for the round bottom of a basket once. Not 100% realistic, but worked in my case. Or make a round version of the filter smile:p
And Modo is really nice, i´ve been using it for modeling for a while now and love it.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Polar coords might just be what I'm looking for for the top part of the hat. I mean naturally speaking, there's no way a hat can be weaved in the way I set it up haha. You gotta put wireframes up first to get that weave (or something of that nature).

And right, the rim is where I'm totally stuck. I have no ideas other than to just hand paint that area to fix it.

But oh boy. Modo is such a breakthrough with me. I'm not so much a modeler, more of somebody who likes to do texture and lighting and render. But Modo makes better sense. The clean up tools are just absolutely the nicest part as much as many other parts of it are. XD
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SpaceRay
SpaceRay

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Well done 3D hat you have done, and I am not so perfectionist and being picky as some have said, and I prefer and like much more the first example than the second, and I personally do not see something bad in how the texture is applied that does not look realistic, I think is very good.
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Skybase
2D/3D Generalist

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Filters: 76
I haven't made anything "Filtery" these days so I thought I'd just return to doing that.

Loops have been out for a while... thought I'd try more things with them.

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Skybase
2D/3D Generalist

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Patterns are always fun.

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Skybase
2D/3D Generalist

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The filter is still in its infancy so there will be some similarities.

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Skybase
2D/3D Generalist

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Filters: 76
Some variation on the patterns.

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Skybase
2D/3D Generalist

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Filters: 76
Still mildly limited.... hmm...

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Skybase
2D/3D Generalist

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Sooo... it's summer break and I have way too much time open.

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Skybase
2D/3D Generalist

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I really am a giant fan of Mike Blackney's I Dream in EGA. I can't stop myself from putting my hands on it because if you use it right... you get quite a variety of results.

Like game assets! Or least the appearance of them!

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Skybase
2D/3D Generalist

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The details, unlike my previous versions come out extremely gorgeous.

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SpaceRay
SpaceRay

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Weird and different patterns you have done above.

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Skybase
I really am a giant fan of Mike Blackney's I Dream in EGA


Well, I am sorry to say that I am a giant fan against pixelated things like Mike Blackney's I Dream in EGA smile:D or any other similar pixelated things, I know that many people likes and love it, but I do not like it at all and alway try to make it as less pixelated as possible.

Of course I am not against that you like and love it, everyone can like what they want and is very respectable.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Just regarding some of the technical aspects of this filter, Mike Blackney's I Dream in EGA has inputs for color controls. Initially these were replaced by lookup components to sample color directly off of the output stream. The unfortunate thing with lookup was that x and y coordinates cannot be randomized per variation, therefore you had to make xy sliders per component or find some other way of deriving specific random constant values.

To save myself from seeing all the ugly, and creating a confusing filter, I just made a small, super basic map script which just samples colors from a given random coordinate to work with the global variation slider. Results are simple: no need for extra XY sliders just to sample a random portion of an image. Betis really helped see through some of the weird things that was happening with the randomseed. Albeit, it might be a known thing!

I made the whole thing into a deployable group component. It just needs color and height input to produce a pixelated output with proper shading. Very handy!

lol spaceray.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
While this is kinda simple... I don't think there's a generator out there that purposely produces a stylized output.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Nothing too special here: a quick test of materials in Modo. Render is slightly grainy due to it being "a quick test."
Brick material was exported out of FilterForge. Note: there is no displacement on anything here. The diffuse layer of the filter itself produces a sense of depth as much as the bump maps and normal maps add to it.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I updated my nebulae generator Voyager 4.5. Unfortunately, this won't be a public filter provided I spent quite some time developing it.

It takes around 5 ~ 7 minutes per render provided the complexity of the filter, also it's a bit messy on the insides. I'm very certain a bit of optimization can help with the speeds.

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Skybase
2D/3D Generalist

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Filters: 76
Another version!

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SpaceRay
SpaceRay

Posts: 12299
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Quote
Skybase
nebulae generator


Beautiful and realistic, good colors and well done lighting with great details.

I do not use or need this kind of beautiful nebulaes, but they are nice to see and well done.

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Skybase
It takes around 5 ~ 7 minutes per render


This is the time for this small renders shown above?
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
lol "I do not use or need this kind of beautiful nebulaes,"

Yeah duh! Why would you find use/need for them smile:p You do realize all the works and samples here weren't created for you. I have my reasons for making stuff. Anyway, let's not talk about this anymore. smile:p Please don't make responses to this statement smile:p

Let's talk about art. Art is more important.

It takes 5 to 7 minutes for a 600x600 render with anti-alias. There are 4 modes which lets you render layers of the filter, each for their intended purpose. In my original post, I had these nebulae formations stretched out due to art direction and style. This version was modified to suit more broader needs.
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SpaceRay
SpaceRay

Posts: 12299
Filters: 35
Quote
Skybase
Why would you find use/need for them You do realize all the works and samples here weren't created for you. I have my reasons for making stuff.


Sorry I have written it wrong, I should have said instead to avoid confusion, that there are already beautiful and artistic nebulae filters in the FF online library (although yours seems to be the best) and I wanted and wish to use them somewhere as they are nice and good and like them, but is a pity that I do not know where to use them yet.

Of course that this is your thread, and obviously you have your own reasons to make what you do, I did not mean in any way that you should make something for ME and that I could use, of course that this is not at all my intention, and never thought it this way.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I submitted the rainbow filter thing with the most unimaginative title I can think of. Added several more features. It's a bit slow for a filter from me but it works. [didn't realize it was already online]

Filter utilizes looping to create crazy swirls! smile:)

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Hexagon tiling.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Uberzev's hexagon construction example, rebuilt with modern nodes.

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SpaceRay
SpaceRay

Posts: 12299
Filters: 35
Quote
Skybase
Hexagon tiling.


WOW! Cool and beautiful! Good idea to use the Uberzev's hexagon construction to be able to make this nice tiling with those images, and the distribution of them is also good.

Although this one looks good and I like it, I wonder if giving a thin edge to each of the hexagon would give perhaps a better effect, and could separate a little each one of the tiles, do not know if it would look better or not, just an idea I had
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Skybase
2D/3D Generalist

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Filters: 76
I figured I try something else.

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Skybase
2D/3D Generalist

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Alternative tiles.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
More.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
It's sunday... thought I'd find inspiration in art deco. Maybe... procedurally generating elements of the Great Gatsby poster? And no, I'm not trying to copy it... just experimenting with procedural design so please just take this as a demonstration of ability, the filter itself (along with several others here) won't be available publicly.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Demo 2.

Note that you can increase complexity as well. I just chose not to for these examples.

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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
nebulae generator Voyager 4.5


Gorgeous!
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