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Ramlyn
Ramlyn

Posts: 2930
Filters: 691
Very nice. smile:)
I'm posting a filter in similar style too. Mine is image based.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I think its stylistically ok, but the jumble function makes a mess of outgoing data when used so I gotta find another way to achieve the effect I'm going for (and that obviously happens because its jumble).

Either way, what I really want to do is have each quadrant correctly have an assigned UV coordinates or some form of numerical count so I can process things later. I'm also digging into finding a method so that the lines don't merge and become nasty thick lines I always see when iterate the tiles too many times.

lol man look at this. Loop doesn't let you control the variation variable per iteration so there's no way to change the jumble pattern in any way. lol it makes something that looks like weird fractals after 30 or 40 iterations.

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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Cool - Reminds me of that trippy multi-dimensional bookshelf scene from Interstellar!
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Indigo Ray
Adam

Posts: 1442
Filters: 82
I'm liking these fractured rectangles. That last example is like Mondrian x Escher, with some other color scheme.

Quote
Skybase wrote:
now i want distance transform as node.

You and me both.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
It's really interesting, especially how despite the mild restrictions how chaotic it kinda gets.

I was digging through my old stuff from 2013 or something and found an old filter. So I just reconstructed it using v5.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
This is actually just the RGB color data... kinda looks pretty.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Another sample.

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LexArt
LexArt

Posts: 256
Very good and well done, beautiful very complex textures you have done here, I like much intrincated and complex textures (as shown on my avatar), and I wonder if this could hold also images instead of only plain colors.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
and I wonder if this could hold also images instead of only plain colors.


Current method doesn't let that happen. I kinda want to generate mosaics out of it but the method basically makes a mess of the outgoing RGB data which produces images that look like above.

None of the colors are intended for actual use, they're just data streamed as RGB signals. But in some ways they looked pretty. Further more, can be artistically desirable for use in filters... such as this.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Similarly.

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LexArt
LexArt

Posts: 256
Quote
Skybase wrote:
Current method doesn't let that happen


Well, if it could be possible in some way it could be also cool to be able to shatter a single source image into all this shapes, or if not possible to have multiple source images filling the shapes generated. But this is only a suggestion.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Yeh... it's honestly a wish-list thing. So currently there's no easy way of doing any of that, in fact it might be impossible without actually scripting something, and even still there doesn't seem any hope given the way FilterForge calculates stuff. Although you never know what people come up with.

I'm talking to several others on the subject as well, it seems there might be a way using the bomber, but not keeping my hopes up in terms of speed performance!

Some times the simplest ideas are the most difficult.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Talk about some bomber related stuff. On the other page I was talking about having the bomber shape have a specified outline width. With a bit of help from Betis, I made a couple little designs like this one below.

It's honestly simple, but I kinda like how the bubbles just have the same line weight no matter the scale. Previous versions, you couldn't do that easily.

I think a lot of people lately make these gorgeously extreme filters and no offense to people who do but I just wish people mind the colors. One of the key ideas of making sure things look nice, uniform, or have some kind of meaning is through the use of color. I think most people get either too hyper extreme or too careless about how color gets processed through FilterForge. There should be more sensitivity towards color, form, and unifying elements within a filter.

I usually have a color scheme going for my works so whoever uses any filter I produce often get specifically processed to produce the best of their work. It's a simple thing, it costs a bit of processing power / render time, but it makes for a really neat filter.

Honestly it's just a thought, but some of my designs often come from specific color schemes, not from random blotches of color or rainbows.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
After tinkering around... somehow this happened.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I guess the bomber+ is slightly slower than the normal bomber. But some of the new tricks lets you do kinda neat things. In the case with the images, I'm altering the shading value of via a sine function for each rotation. So now, instead of manipulating the image before processing, we can process the specific color for each particle. Thought this does come at a cost of speed.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Furthermore, rotation is being manipulated by a gradient to produce some interesting results that appear a bit more artistic.... although now the big thing is the looks of it. It's an extreme filter. The output produces something interesting, but yet somewhat unappealing. I think the colors are whack and poorly controlled so that'll need some more work.

Another technical but interesting thing is that each particle is slightly randomized so no particle is the same. That's one beautiful thing about the bomber+ that the regular bomber can't do.

But the one big thing to me is the sluggishness of the filter. It's 2 minutes to render this small image, I can't imagine anybody caring to render huge images using such a filter. And unfortunately I just don't know if I ever will myself.

In the end when I see arguments about how filter forge is slow, it bothers me that I prefer not to upload filers that take long to render. It's been a major deterrent to me uploading any "highest quality" filter thus far.

Oh well. Anybody want this? PM me. mmn... nah. I'll upload it when I feel like it.

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Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
Yes, I agree, Bomber+ is slower than the original bomber. My solution: I have turned anti-aliasing off for my new paint filter in all of the presets. Then use FXAA afterwards if the results are too "jagged". In this case (at least in my new bomber+ filter), turning the anti-aliasing off improved performance anywhere from 100 to 500% !! And FXAA as a standalone is pretty quick, so this seems to be a workaround for performance. Now if they can get this particle adapter problem fixed... can't submit my filter smile:|
Math meets art meets psychedelia.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I guess I should be happy about the bomber+ anyway.

From what I pick up, in most cases, if there's a lot of grainy results it's fine to disable AA completely anyway. In the case above AA is disabled and the visual feel doesn't change. FXAA is a great alternative in any case. I think it should be a component.

.... and for something different.

One of the older filters I made "Side to Side" looks kinda cool when you apply some constrained rotation to it.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Another example. It's visually a lot more interesting than a bunch of randomness. There's this sort of visual predictability to the image creating a relatively harmonious look to the overall filter.

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase wrote:
After tinkering around... somehow this happened.


Very nice and artistic, like it much the flow and strokes of this, well done. I prefer the second one that looks nicer than the first one.

Quote
Skybase wrote:
One of the older filters I made "Side to Side" looks kinda cool when you apply some constrained rotation to it.


Cool and beautiful results, great artistic effect. Like it how the lines makes such an awesome artistic result.
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LexArt
LexArt

Posts: 256
Hello, I have seen now your personal thread and see all the pages, and have found lots of beautiful and amazing artistic works, I have to say that seeing all the beautiful, original, and creative things you are able to make, you are a great artist and have original and good ideas that are different to others and give a individual character and personal style.

I congratulate you for what you do and is really great. Like it and wish you keep doing such a great things.

Will keep an eye from now on on your thread to see what new things you are able to create

Thanks very much for sharing them
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xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
Quote
constrained rotation


A nice balance between order and chaos, truly.

Quote
Another technical but interesting thing is that each particle is slightly randomized so no particle is the same. That's one beautiful thing about the bomber+ that the regular bomber can't do.


Yep! Those brush strokes are pleasant. Using derivative or something to get curvature in the strokes would be my only suggestion for how to improve. The method used in my Xia Script can now be better applied.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
More stuff using loops! What seems random... isn't. I've lately been looking at what people make and to me there's this really interesting lean towards "randomness" and chaos. Extreme randomness creates unique results but at the same time certain controls help it to remain within reasonable realms.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
These take forever to render.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Lowering the numbers reveals a more abstracted feel.

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Ramlyn
Ramlyn

Posts: 2930
Filters: 691
Oh! Very nice. You should post it as filter.

Yes, I agree with you, randomness is generally good within some limits.
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Quote
Skybase wrote:
More stuff using loops! What seems random... isn't. I've lately been looking at what people make and to me there's this really interesting lean towards "randomness" and chaos. Extreme randomness creates unique results but at the same time certain controls help it to remain within reasonable realms.


Gotta love that Controlled Chaos... smile:) Got some great results on those Skybase smile:)
Stupid things happen to computers for stupid reasons at stupid times!
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Mardar
Graphics Junkie

Posts: 688
Filters: 61
Those loops are sweet. smile;)
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Woah nice! smile8)
It looks like you chose a set of colors, and it randomly picks the sequence of colors (and then interpolates/fades). Is that what's going on? Just curious.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
You should post it as filter.

I kinda thought about it, but I probably won't given this is a self-generating image filter. I don't mean that to be a bad thing, I just feel as though there are not-so-cool folks out there who just re-renders these for stock imagery. I'm just not ok with that.

I also kinda made it for a branding project I'm starting up! smile:)

Quote

It looks like you chose a set of colors, and it randomly picks the sequence of colors (and then interpolates/fades). Is that what's going on? Just curious.


It's a very simple chain of a profile gradient with a noise curve applied + a 5 color gradient that stores to colors. So I'm using 2 elevation gradients fed with data from a position slave to call specific colors per iteration.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I kinda made a handful of patterns today using my old (unreleased) pattern generator from 2013. I printed them on tracing paper and kinda made a bunch of interesting, translucent crafting paper out of it.

Thought I'd share some resulting photos. I probably made a total of 20 or so pieces of unique patterns and paper.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
When you put the paper near a light source, the translucency produces a neat effect. This one shows 2 pieces of paper combined to form a new pattern.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
The patterns themselves are vivid three-color schemes. All of them follow a color harmony.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Tone, shape, and method of pattern generation are adjusted to produce usually unified results. This is one of the critiques I honestly have of many works that get uploaded to the library. The issue being that results usually aren't uniformly produced, generating results that may or may not be useful to the end user.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
The variety of patterns the method produces is pretty stunning. Here's a randomly generated pattern that looks kinda like wind mill patterns.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Some more printed works.

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Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
Very nice work, my friend smile:) I like both the papers and the patterns. Happy Holidays smile:bunny:
Math meets art meets psychedelia.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I applied techniques to the spiral filter I made long long ago. Now it's outlining stuff!

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xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
Quote


These take forever to render.


Smooth. Definitely looking forward to the "next big thing" version of FF, that should be a snap. smile:)
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase wrote:
I kinda thought about it, but I probably won't given this is a self-generating image filter. I don't mean that to be a bad thing, I just feel as though there are not-so-cool folks out there who just re-renders these for stock imagery. I'm just not ok with that.


I totally agree with you and is true, and is a pity that this happens that some people want to earn money from the work of others without doing nothing when you are giving this filter for free. Is a pity that others that do not do this kind of things and want it only for personal use misses many filters, but as said I totally agree that you do not give away any filter that you do not want.

Is not that I want this filter or any other, I mean that I perfectly understand and know what you say and feel, and that regretably this is true what you say
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I just don't know lately. I just think it's really pathetic some people do that.
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xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
Quote
lately
?

By my calculations, it has been going on for some time. See:

- Edison's patent factory
- Iconoclasm as 'cover' for looting

Who got the credit? Qui bono in the above two cases? More often than not, employers/misanthropes will 'hire' people to do work, take the credit for themselves, and pay from ill gotten gains. Definitely a bummer! But here's a hammer!:

https://www.youtube.com/watch?v=v_vZxELcCQk

smile:)
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I think it's a completely different scenario. I would be ok if anybody just pays me to make a filter. Whatever they do with it later is none of my business because of the reward. There's no reward here other than knowing that somebody else's making petty pieces of cash based on something you made.

I'm more thinking along the lines of integrity, ethics of art and design. The monetary value is so low in many cases it doesn't matter. It bothers me that there are people willing to just render out images to make little "stock image packages". They call themselves "artists". I mean sure, whatever, it's legal business. But that doesn't stop me from labeling them "pathetic scum" or anything worse.

I mean sure extreme, but there's nothing I can be fair about anything here.

I'm more so talking about people who just straight up render textures for stock usage. A majority of my filters requires input. As long as your input picture is original, so is the output image.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
As said I totally agree with you and I feel and think the same as you on all that you say, and I share the same feeling about them

Is not that is not legal as FF alows it, is that about the ethics, integrity and act like if you are getting profit from something that is done and shared for free and yourself do not bring nothing to it

And what is even worse, is that as you say they dare to call themselves "artists" and even worse is that they may claim that this is something THEY have done themselves!! smile:?: smile:evil: How can they dare to say that is a work done and created by themselves, when they only render it from a filter?

I remember that i have seen in a famous digital shop that someone has taken the Volcanic Ashes filter, and in the description it was put that he spent much time creating this and even worse is that it was based on photographs he had taken from a real volcano!! smile:?: how can he said that when it was very clear that it was untouched plain render directly from the PRESETS of the filter, he did not even change the settings!!
i wrote an email to him telling the truth and that I did now that it was sure and clear that it was from filter forge and he was angry to me telling that I was lying!!

I agree that is not fair, ethic or good to do it, and is pathetic and bad

Sorry to bring negative things to your own thread, but I wanted to tell you and share that I think the same and share the same feelings about this topic
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
EITHER WAY, I feel like I'm starting off the new year being annoyed at stuff I can't do much about lol.

So here's a picture I made.

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