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David Roberson
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Ergh! I posted the wrong "dry diffuse" example. Here's the spherized one:

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David Roberson
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A couple days of hammering and I've got this (a quick render, at that!):

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David Roberson
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I had to move in the middle of July, so I got off track for a while, but now I'm back with an updated version of Terraform Plus!

Here's a look at the default surfaces:

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David Roberson
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Height

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David Roberson
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Normal

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David Roberson
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Specular/Reflection

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David Roberson
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If you'd care for a test run, here's the Alpha version:

_Terraform Plus 3.0.0.a.ffxml
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David Roberson
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Here's a version modified to use the terrain generation from Landform as modified from Terraform (with minor adjusments to the default preset):

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David Roberson
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I think my goal for Terraform Plus is to find a good fusion of these two versions. The original version does a little better with many of the finer details, while the version derived from Landform seems to have better terrain variation.

Here's the Alpha version of that filter:

_Terraform Next.ffxml
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David Roberson
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I've been busy learning and practicing with different height maps methods with new, hopefully better results. So far, I'm getting more "aerial" or satellite maps of terrain. The problem still facing me is terrain scale; a planetary surface has such an extreme height to area ratio, most techniques end up producing noise. Getting around it has resulted in very low contrast height maps. Ideally, I'd want to be able to do a full-contrast map, and set the height range very low in my 3D apps.

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David Roberson
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Desert

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David Roberson
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Blended

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David Roberson
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Desert version, Blended

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David Roberson
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An older attempt, using more of what I learned from Landform

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David Roberson
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That last one was a nice terrain, but I wasn't able to make a usable height map for it. So, I forgot about it until now. Assuming I can solve that issue, this is something I'll work back into my terraforming filter.

However, I'm bumping this one up to take on the Terraform Plus title, since it follows the pattern of branching off the Landform and Terraform filters. It even builds on the existing presets, so there's nothing else I can think of I need to do with it before submitting it.

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David Roberson
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The work is going steady; making progress faster than I can post updates, really. But I've got a screencap for you, showing an example of the terrain and the current node layout:

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David Roberson
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That screenshot shows that the texture is still a bit too contrast-y. Shows the difference a change in resolution makes! I went from working at 600X to 2400X and what looked great suddenly wasn't as good as I thought...

Le sigh.
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David Roberson
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It's been a couple of years since my last update here. Life decided to get messy on me for a bit. I was never happy with where I left off on my Terraform Plus filter, so I recently took another crack at it. I went through a few generations where the results kept falling short in the same ways, not matter how I went about it. This most recent build is new from the ground up, pretty much. It ended up with a lot of controls, but I finally got something I can compare to a satellite photo of Earth.

I still need to save out a final version from my "lab" filter (contains lots of extra junk from experiments) and update all the presets. When that's done, I'll post the filter here for test drives and feedback. Both optional, of course.
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David Roberson
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Nuts. Forgot how to post a pic... 536px wide is the new limit, I guess. Here's a link to a 2K version in my St.ash:

https://sta.sh/022v5y8nts2d
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David Roberson
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Here it is as a world:

https://sta.sh/05um1q430q2
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David Roberson
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Upload?
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David Roberson
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Nope. Doesn't upload. No error message. Odd. Anyway, the links are there, so good enough.
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SpaceRay
SpaceRay

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Quote
David Roberson wrote:
Nuts. Forgot how to post a pic


There are two ways to do it

1 - Click on the "Choose File" button and select the image you want that must have a jpg or png extension, as far as I know is not allowed other extensions, although I am not sure

2 - Drag and drop the image for your drive to the "Choose File" button

and then when you click on the button to post it, is uploaded

if it is over the allowed size it will show a red message to tell what is the maximun allowed size

I think that the most important is the size of the file and not the pixels size, so if you are trying to upload a PNG it usually has a much higher file size than JPG

I have tried just now and I have uploaded a 1980 x 1280 jpg that has 260kb and it works and is showing right
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David Roberson
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I thought as much, SpaceRay, so thanks for the confirmation. I don't know what the size limit it (when I exceeded it, it didn't tell me), but the ones I tried were a few megabytes. I tend to save images as PNG rather than JPG, so I'll have to remember to convert future images.
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SpaceRay
SpaceRay

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Quote
David Roberson wrote:
I don't know what the size limit it


the limit is 1000 Kb so it would be much better if you use for the forum Jpg than Png that have a larger file size, and you can try to convert your 2048 x 2048 image to Jpg and try that is below 1000 Kb

Quote
David Roberson wrote:
(when I exceeded it, it didn't tell me


Well I have tried just now to upload a 1,2MB file and I got this error message

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David Roberson
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I'm holding off on reposting images... while creating presets, I ran into too many arbitrary results that showed where this filter is still flawed. I'm experimenting with a few solutions, so I hope to get back on track soon.
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David Roberson
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I've been distracted from work on Terraform Plus by other filter ideas, inspired by the study of new filters. I'm slowly downloading from scratch after losing the computer I did most of my graphics work on. Sadly, many of the Terraform related fiters I experimented with were lost along with it, so it's been a challenge to remember and implement the good ideas (again) and avoid the recurring problems that stumped me in the past.

Galaxy Lab, Eye Nebula (Enhanced) and Nebula Lab all got submitted without Previews or commentary. I tended to be up late working on them, and did not feel like rendering examples to post.

I thought I'd share what I'm working on now, though. This filter generates a 2.5D asteroid on a starfield or image/alpha. Just a few test renders at 600px. I'm curious to see if I can actually upload them this time!

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David Roberson
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Yay! It worked. Here's the image/alpha test...

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David Roberson
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There is also a preview mode to help with re-centering the asteroid after applying a distortion.

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David Roberson
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I'm giving credit to ThreeDee and emme for inspirations in mapping and lighting things properly.
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Ramlyn
Ramlyn

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Nice. Very realistic asteroid.
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David Roberson
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Thanks, Ramlyn! It's up in the Library now, so you can give it a spin if you like.
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David Roberson
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After making Asteroid Lab, I was most of the way to making a boulder. Here's a quick preview of Boulder Lab. This filter caused me to revamp my lighting system, which I also applied to Asteroid Lab in the coming update.

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David Roberson
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An added feature, you can also load your own Height and Albedo. Here's a test using a material set I created in Substance Designer.

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David Roberson
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If you only have a picture handy, load it into the Height and Albedo and play with the settings. It will use the Luminance or Brightness to displace the Height.

I tried it with the Lionfish...

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David Roberson
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There's also the option to load a custom background or render on an alpha.

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David Roberson
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I submitted a snipped of the lighting system, which features a basic sphere. Replace that with a 2.5D Height (see Preview above), it will give pretty good lighting results. Not perfect lighting, but good enough for what I've done.

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David Roberson
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And it's Friday...

So, I already had a Lunaform filter in progress when I went on my Space Labs kick. It took a bit longer to submit it, so it slowed down a bit from the initial build.It's got 3 Bomber Plus (2 instanced) runs pumping out a ton of craters. The smallest octaves probably explain the overhead.

Anyway, it was sort of obvious to follow that up with a Moon Lab. They're very different filters from a mapping perspective, but share common texture roots.

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David Roberson
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I had a moment of happiness when I noticed that Asteroid Lab and Moon Lab both received Editor's Picks. I am still waiting for the updates to go through on Nebula Lab and Asteroid Lab. In the meantime, I keep trying to solve the problem of good continent shaping in Terraform Plus. It seems like, the more I work on it, the more elusive the goal gets. Frustrating, but working with noise, you get what you get, and that's it. If it doesn't work, as is, you're plain out of luck.

I switch focus to other problems from time to time, but so far the best I've got is making a decent continent by itself. More than one and it doesn't look right.

Well. Enough said. Mental break over. Back to work!
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David Roberson
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I've submitted my last few filters without making Preview posts first, here. I did post a preview of the work done to update my Terraform filter, in the Terraform comments thread. I haven't decided if it should be an update of Terraform or a new filter and go ahead with calling it Terraform Plus. We'll see if anyone shares an opinion while I'm still in my "cooling off" period. I've started to wait on new submissions and updates in case additional ideas come up or changes are needed.

Which is what's up with this post today. I've been working on a new filter called Gas Giant Lab. It evolved out of my experiments with turbulence, starting with a look at Local Vortices v2 by Indigo Ray. I was quickly able to update his design using current components in FF 9.0, and then made a Loop with Offset to simulate a bit of fluid turbulence. I was not very happy with my first gas giant so I put the filter on hold until this week.

I started by weeding out as many things as possible to improve on the render time. I think I got it down to the bare minimum needed for a useful result. I made a number of design changes to improve on the quality of the gas giant, making sure to make it work in 1:1 or 2:1 aspect ratios. The first, just so there's some kind of useful result in FF's default frame, and the latter to make equirectangular textures that map well to a sphere.

It's still pretty slow to render, but not too slow to work with at preview scale. I'll probably add a couple of layout views that will work for faster setup. I basically need to bypass the actual turbulence generator and display the colors and distribution of the cloud bands and big spot (only one at present, like Jupiter and Neptune). I'm just making this post while I wait for the current presets to render. I'll finish off by tacking on a preview pic of my default planet.

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David Roberson
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I decided to take a look at a real surface map of Jupiter, to see how far off my Gas Giant Lab was. Looking at it, I had an idea for a way to get similar turbulence from a regular Noise Distortion. That got me started on an entirely new approach that -- apart from still being more stylistic than technically accurate -- does a good job of creating the look and feel of a real gas giant's surface. Atmosphere, really, but still thinking in terms of 3D objects, so the word "surface" is what comes to mind...

Rambling aside, here's a snapshot render of what I came up with. I also tried out a new way of creating and controlling the gradient using HSB curve controls.

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David Roberson
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Here's a test render, made in Photoshop.

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David Roberson
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Added a little bump and a background with a bit more color and contrast.

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David Roberson
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While waiting on a render, I thought I'd post a quick screencap of what I'm working on today. I went back to work on an Atmosphere Lab I started sometime last year, after working with my Gas Giant Lab. I guess clouds and turbulence are on my mind lately. What I have at the moment is a bit thick with clouds. You would not be able to make out many surface details of you used this with my Terraform filter (still have not decided on making it an update or separate filter).

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David Roberson
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Here's a test render. No land. Just an ocean world with very dense clouds. smile:D

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