YOUR ACCOUNT

Messages 946 - 990 of 1209
First | Prev. | 20 21 22 23 24 | Next | Last 
Login or Register to post new topics or replies
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Another rework of older filters. This is just a really mild update to the old filter I was making.

  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Trying it with some depth.

  Details E-Mail
Ramlyn
Ramlyn

Posts: 2930
Filters: 691
Great.Both pictures are very stylish and elegant.
  Details E-Mail
xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
Definitely loving that last one!
_____________________________________________________

http://web.archive.org/web/2021062908...rjadesign/
_____________________________________________________
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12299
Filters: 35
I agree with Ramlyn and xirja, they are stylish and elegant, but I definitively love the last one as it gives much deepness and gives a much fractal feeling made with this beautiful and well shaded and gradient triangles and selected colors, and there seems to be some kind of shadow also on some of them, very good.

really great, and with a great composition too on the second one, congratulations.
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
So I kinda feel bad I'm keeping some of these filters tucked under my seat when I could just release them.

I'm done using them for commercial work and plus I don't really find that much usage out of it myself.

I released this particular filter to the library so people can take it apart and enjoy it.

  Details E-Mail
Ramlyn
Ramlyn

Posts: 2930
Filters: 691
Great! I will surely download them. smile;)
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12299
Filters: 35
Quote
Skybase

I released this particular filter to the library so people can take it apart and enjoy it


Thanks very much, this is really great, interesting and artistic

It includes also the option to have shadows and fractal like shapes as seen on the second image?

if not, anyway thanks for sharing
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Email me for that particular version.

I recently saw stuff with people who just rendered my stuff out and were calling it "art" without taking the "extra mile" to make the output theirs. It's perfectly acceptable, I just don't appreciate it. It's like somebody just rendered something with my habits on it. So I basically just removed that function from the thing to make the output generic enough that everybody can add their own things to it. Probably won't work out like that but whatever.
  Details E-Mail
Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
As the saying goes... anything that's not tied down will probably be "stolen". In a sense the open source nature of the place creates this permanent dilemma. And as has been pointed out by others and I agree: probably 80% of the filters at FF are not that "good" or useful. So much of what is submitted is badly rehashed ideas (which you hint at). Perhaps even my "own" filters, which I really wrote only for myself. So it boils down to what we have talked about before: do you share your code or not? I choose to share it. Has no effect on me what you do. I do look at other peoples code, but I try to credit those I "steal" from if the idea is significant enough. It boils down to manners. Many people don't have manners, that's the way it is.
Math meets art meets psychedelia.
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
ah... umm... well not exactly what I meant.

In short I'm really just asking how much originality I should put into a filter. Should my filters be generic enough that people can use other techniques to make original things with?

I think this question is pretty unique to filterforge given how it lets you generate images. We're not always making super generic tools like Photoshop, we're often making unique tools to our style.

I personally feel a bit better by making a filter just generic enough that people can add their own things to it but original enough that it's interesting. So in this case I removed the shading function of the filter because I felt as though that was adding too much character to the filter that it'd kinda make it difficult to use the filter for any commercial purpose. I'm basically saying it's too specific. Where as by removing that shading feature it makes it generic that it's now just a triangle mosaic generator that people can potentially jog their ideas with. That it'd help be part of the process rather than it being an end-all solution.

I think this whole thing is really just about finding the right balance of what to put out there.

This is really just a feeling thing, so I personally don't wanna discuss it that much. It's just a personal musing.
  Details E-Mail
Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
ok...
Math meets art meets psychedelia.
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Been a couple years since I talked about technical stuff... I kinda want to but time is kinda key right now.

So here we go. I submitted the multi-color gradient: a gradient that lets you have as many colors as you want per gradient. Instead of being limited to just 5, 3 or 2 colors you now got as many colors as you want.

However the PROBLEM is that the UI's a complete pain. I made it, I only used it once ... and never wanted to again because I just don't wanna edit gradients this way.

Try swapping out the profile gradients for free gradients. If you want Alpha, just make a new profile gradient and set alpha to it.

But anyway have fun. It works and it's not entirely bad. smile:)

  Details E-Mail
SpaceRay
SpaceRay

Posts: 12299
Filters: 35
Quote
Skybase

I submitted the multi-color gradient: a gradient that lets you have as many colors as you want per gradient. Instead of being limited to just 5, 3 or 2 colors you now got as many colors as you want.


This is very interesting, helpful and useful thing to have, as is true that it happened to me that making gradients was always limited to the default 5, 3 or 2 colors, and would have been good to have more customizable options, but now it seems that thanks to you this is possible, so thanks for the idea and for sharing it

Quote
However the PROBLEM is that the UI's a complete pain. I made it, I only used it once ... and never wanted to again because I just don't wanna edit gradients this way.


Well, at least although the UI may not be friendly, IS possible to use multi color gradients in some way, as before was not possible in any way

Maybe Filter forge team developers could include a better way to have multiple color gradients
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
Maybe Filter forge team developers could include a better way to have multiple color gradients


Inujima made a perfect feature request a while ago on the subject of gradients. I'd say it'll open doors to a whole set of better things.

But anyway.

For now this method works.... just tedious and annoying. "Why would anybody want to use this?" has been my personal opinion since the time I made it. lol
  Details E-Mail
Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
FWIW, the 12 and 16 color gradients are out as snippets. With some limitations...
Math meets art meets psychedelia.
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Just getting back to FilterForge a tad bit. Here's one of my slower filters.

Makes... some kind of painterly watercolor... thingy. Problem is, it doesn't work with all images so I'm working to make it work with everything.

  Details E-Mail
Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
I like "painterly" effects. Does this one wash out?
Math meets art meets psychedelia.
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
Does this one wash out?


Yeah, the colors kinda get washed out and sometimes goes overkill due to the way I handled parts of the process. I'll just fix that part. The other thing is that it's a bit slow, as in this 600x600 image takes around 30 seconds to render with anti-alias.

The fact that it goes through a bunch of median nodes and percent is where the slow down is probably happening. Eh... well...

I also took note of the 12 and 16 color gradients! Excellent work I say!!
  Details E-Mail
Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
Thanks. I'm probably going to release the Julia set with the 12 color gradient when FF 5 allows submissions. I was frankly surprised no one else did the gradients before. The design of the Gradient component supports "ganging" if you put the outside colors at the 0 & 100 offset position. In theory you can have as many colors as you want, adding 4 colors for each 5 color gradient component added.

I'll be interested in seeing how your filter turns out. The slower the better I say smile:hammer:
Math meets art meets psychedelia.
  Details E-Mail
SpaceRay
SpaceRay

Posts: 12299
Filters: 35
I have found again by chance this image here below when searching another different thing in the forum

from page 12 of the this same thread

and I have to say that I am really still much in love with this filter, and would like to know how to modify the 3D shapes of the blocks to make different ones, and how have you done specifically this one shown here with the defined solid colors

Thanks for making and having shared this filter that is really innovative using FF
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
and I have to say that I am really still much in love with this filter, and would like to know how to modify the 3D shapes of the blocks to make different ones, and how have you done specifically this one shown here with the defined solid colors


That particular filter uses the same trick as this: https://filterforge.com/filters/10808.html

The trick with this filter is that the "blocks" you're looking at are created using triangles. Given the orthographic view and shading methods it basically gives the illusion that it's a 6 sided polygonal shape. This basically means you can modify the original shape anyway you want. I mean it's kinda cool with other shapes, but I think the block thing looks so 3D that it's actually probably the best this way.

Anyhoo. if you look at this picture there are several blocks that are kinda sticking out of the side of others at awkward angles. It's kinda like where the limitation of FilterForge is drawn given how FF works. I just later did the same in some 3D app in 3 minutes or something. But it serves as a point that FF's quite capable.

So thanks for bringing that old piece of thingy up.
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
It's been a while I updated this thread.
Here's a maze generator.

  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Ooo more mazes

  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Version 5.0 firsts! This version IS indeed extremely smooth so far.

easy thing I made just in a couple minutes. Pretty sweet

  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Now we can randomize a set of images through loops.

  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Testing out bomber+ capabilities.

This just made a ton of things flexible. The stuff like tiles+, bricks+, and pavements+ is a really nice addition. I can do some RGB math on it and make some crazy stuff.

  Details E-Mail
xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
Regarding the first of the three images above, can you explain how this is novel. I mean, why not blend the three gradients and mask a black bomber and leave out the confusion.

Also, any insight about how to use the size and rotation slaves? I can't wrap my head around why these are even there.
_____________________________________________________

http://web.archive.org/web/2021062908...rjadesign/
_____________________________________________________
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
Also, any insight about how to use the size and rotation slaves? I can't wrap my head around why these are even there.


Size slave's outputting values 0 to 100 for each particle's current size. Same goes for rotation.

  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Here's what rotation's doing.

  Details E-Mail
Betis
The Blacksmith

Posts: 1207
Filters: 76
I feel like I could do that stuff normally by making an external rotation/scale map, and plugging it into Tint and Rotation/Scale.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
I feel like I could do that stuff normally by making an external rotation/scale map, and plugging it into Tint and Rotation/Scale.


Yeah, my thoughts as well. In some sense you can totally nullify the idea of the bomber+ but I think the fact that parameters are exposed lets you do a bit more. For example mix parameters size and rotate together on a per-particle basis through RGB math. That type of thing is kinda tricky. Although one nice thing about the bomber+ is that there's no limitation to how many inputs you can have. Seems like as many as you want.

----

On the other news I tried other stuff with the Bomber+

  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Well somebody had to do it right?
Here's everybody's nightmare come true: 100 input bomber.

  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Making stuff like this is a lot easier now thanks to the new Map Switch. It's like having a bunch of inputs for threshold or lerp.

  Details E-Mail
Betis
The Blacksmith

Posts: 1207
Filters: 76
All of your images look super sweet smile:D (can we see the output of the bomber?)

I wonder if the map-switch is technically as fast as linked thresholds (if not faster)
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
(can we see the output of the bomber?)

Man, I would need some kind of super human focus power to load 100 random images into all the slots.
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Etsy and Society6 would love my filters. LOLOLOL.

lol I've seen so many of my works being used over with people on Etsy and Society6 I decided why not just make more.

The bomber+ and the new map switch nodes makes it easier to handle stuff like this. While it looks simple, previous versions of FilterForge did take a bit more nodes to produce the same effect. Although the results are much the same.

This is honestly a simple example but it works for people who love scrap booking etc etc.

  Details E-Mail
xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
Thank you Skybase for helping to clarify. I think I'm still so trashed by the 'no control locks per preset', I'll lash out at anything at this point. smile:| Apologies for the previous post sounding like I was picking on your example. It was meant for GMM and company.
_____________________________________________________

http://web.archive.org/web/2021062908...rjadesign/
_____________________________________________________
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Personally did want it control locks per preset. It seems like a better idea especially with the way we use presets and how we handle stuff.

It honestly didn't sound like you were lashing out, more like had a point. To some degree I kinda agree that it's really not the best of approaches, probably more convoluted than anything. But then again, I constructed the filter just wanting to really try something fresh and it worked the way I imagined, so it confirmed a couple things for me. hah
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
So I tried a bit more with the Bomber+ while I'm just dizzy from some of my medication I'm taking. I'm not in the best of conditions in life but I still wanna tinker filterforge because it keeps my brain running on creativity.

Given the ridiculous amount of control I get from the bomber+ I now have the amazing ability to keep every width of the outlines on these shapes relatively the same even if they're scaled. All I did was apply a curves component to offset the scaling of one of the shapes. It may need more tinkering but it works!

The even more cool thing is that each shape's gradient is randomized, each outline's gradient is randomized giving a pretty huge variety of possible bomber particles.

  Details E-Mail
xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
Hopefully nothing a little ginger can't fix smile;)

Oh my, leggings at society6 smile:beer:

smile8)
_____________________________________________________

http://web.archive.org/web/2021062908...rjadesign/
_____________________________________________________
  Details E-Mail
Ramlyn
Ramlyn

Posts: 2930
Filters: 691
Skybase. Very nice and colorful examples, especially the second with the gradients.

I'm doing some test too, but more about shape variations.
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Hum... new map input makes for a quick and dirty variable blur method.

  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Picking up on the old thing I did with looping stuff. This filter just loops stuff a gajillion times and attempts to maintain nice clean edges... even if it kinda fails.

  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Colors are just there fore a test.

... now i want distance transform as node. Then this filter will be super complete.

  Details E-Mail

Messages 946 - 990 of 1209
First | Prev. | 20 21 22 23 24 | Next | Last 

Join Our Community!

Filter Forge has a thriving, vibrant, knowledgeable user community. Feel free to join us and have fun!

33,712 Registered Users
+19 new in 30 days!

153,534 Posts
+27 new in 30 days!

15,348 Topics
+72 new in year!

Create an Account

Online Users Last minute:

26 unregistered users.