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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
Was inspired by these designs to make a filter. Thanx Skybase. Check it out. smile:D https://www.filterforge.com/filters/14580.html
"Art is quite useless." Oscar Wilde
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Ohhh smile:D Nice work!!! Glad you found some inspiration! smile:D
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
do you prepare the color themes by hand or are they also some kind of generative?


It's a little bit of both worlds! TL;DR: It uses a predefined color set I created by analyzing modern, well-liked designs on Behance and FilterForge just randomizes it.

LONG STORY:
Initially, my plan was to fully randomize colors and try to apply biases to each randomization to produce more "nice color schemes" this, unfortunately, didn't work. It came out too random or too biased towards a certain set of colors.

My second approach was more just getting color harmonies. So making components that only output analogous colors, opposite colors, triads, etc these WORK but in general get really boring quickly. There's also the problem that when the initial color is pretty ugly, the output is pretty ugly too.

So after all these years I've been trying this "auto color scheme generator" thing I begin to feel that I need to really think about what even defines a good color scheme. I spent nearly 2 or 3 years just exploring all sorts of methods and ideas, none of which feel like I'm getting great schemes.

It kinda hits me that humans are inherently biased towards certain things. Of course, there are always outliers but in general, when it comes to art, people intrinsically know what looks good and what doesn't look that good. There's always a lean with colors, especially with design, colors play a vital role in making us think and feel. With that being said, a good color scheme can't entirely be quantified down to simple, mathematical things of nodes. It's not a simple-rotate-hue-and-get-harmonies type of deal and it's not just a simple lean towards something.

What I began doing was I went on Behance and began taking what the top designers are doing with color. And I quickly realize that there's somewhat of a pattern. And so I decided to simply take what people already quite like and utilize that to generate new schemes. I grabbed as many top Behance projects with color schemes that don't deviate too hardcore. Meaning that I avoided projects that utilized extreme color schemes or something that far deviated fr om the overall appearance of the rest of this group.

I then used a separate program and quantized the images down to their base colors. Then I went in and further chose the best colors from each scheme and put them into a lookup table.

The result is a simple lookup table that contains top favorites of most designers on Behance. This lookup table is then fed into FilterForge, wh ere the rest of it is just randomized. What's amazing is that despite having such a variety of colors, the output is 95% of the time, pretty nice.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
An absolutely pointless filter!

I rewired my map generator to work with the bomber plus, resulting in a bunch of random maps.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Another one!

Just to be clear, these aren't separate renders in one, this single image is the output of the filter.

The bomber plus is dope.

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Cool and nice new modified map generator, well done

Quote
Skybase wrote:
Just to be clear, these aren't separate renders in one, this single image is the output of the filter.


As I see it and understand, do you mean that each of the 12 square is a separate render result, with a variation from the other ones and that is not repeated in any of the other 11 squares

So, If this is right, I have something that wanted to ask since some time ago since March 2017 on page 26

How do you make that the bomber plus renders one different result for each part of the final result?

This example is from 6 March 2017 from you



so how is configured the bomber plus to be able to get a different result for each circle

IMPORTANT: I do NOT want to know how you have made the results shown in the 4 examples here, I mean to get the filter or the components used, I just only want to know how to tell the bomber plus to do different results (as shown here below also) and what is great is that NONE of them is repeated and is clearly different.

Of course that you are totally free to tell it how you have done the generator or not, it is your creations and you do not need to share it if you do not want, I understand it perfectly, and is like Xirja and others do





And this is even from November 2016



Thanks very much and my big congratulations for the creations you can make
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David Roberson
Artist
Posts: 404
Filters: 36
Skybase, I'm really liking the modifications to your map generator! This thread reminded me that I need to look into adapting your map maker to work with the continental shapes I'm getting with my current filter project (see image). I'm interested in a little more than a straight port of your filter into mine; I'm hoping I can come up with something similar, but able to 'adopt' boundaries from the terrain features.

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Martin Naumann
Martin Naumann

Posts: 464
Filters: 98
awesome! the landscapes are so cool
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David Roberson
Artist
Posts: 404
Filters: 36
Thanks! Here's my work in progress thread, where you can try it out (grab the latest version):

David Roberson - Previews & Experiments
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
The country generator is actually silly simple and extremely adaptable to any input. While I can't provide the latest version, there are two in the filter library that you can tinker with that works in all the same way as this new version does.

https://filterforge.com/filters/7506.html
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
How do you make that the bomber plus renders one different result for each part of the final result?


Use the randomizer slave component. That's all. And thanks! :3

Do you need some more explanation?

If anything I think the bomber plus is a fascinating component that deserves more discussion. All plus components are worthy of deeper end talk really. Just that a lot of people probably don't use it/need it/get it. I was thinking of making some kind of explanation video some months prior but I fell short on time. It's extremely difficult to make watchable videos or let alone writing about them with images.

I can do only so much but I can try.
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David Roberson
Artist
Posts: 404
Filters: 36
Thank you, Skybase. I did not have the 2nd version yet, but I've got it now. I'll take a look at it, and see what I can do.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
Thank you, Skybase. I did not have the 2nd version yet, but I've got it now. I'll take a look at it, and see what I can do.


Notice how the entire basis of the filter stems from 1 single Perlin Noise. That's what you want to replace. Beyond that point, it's a matter of tweaking positions and stuff.
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David Roberson
Artist
Posts: 404
Filters: 36
Quote
Notice how the entire basis of the filter stems from 1 single Perlin Noise. That's what you want to replace. Beyond that point, it's a matter of tweaking positions and stuff.


Ah yes. It all starts with a single Perlin Noise (or in the case of Terraform Plus, three variations blended together in one spherical map)!

I'll have to play around with using my base noise for the distortions. I can see that giving me borders that are somewhat tied to the terrain. Should be fun!
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I want to ask if the 4 examples shown above in my post are using the randomizer in similar way, or they are different?

Quote
Skybase wrote:
Use the randomizer slave component. That's all. And thanks! :3


Thanks, but could you be so kind to explain it a little bit more, or show a screenshot on how is connected the randomizer with some components and the bomber plus?

Quote
Skybase wrote:
If anything I think the bomber plus is a fascinating component that deserves more discussion. All plus components are worthy of deeper end talk really. Just that a lot of people probably don't use it/need it/get it.


I totally agree that the bomber plus looks very interesting and useful, and you confirm this telling that it is a fascinating component, but as you say very well and wisely, a lot of people may not use it because do not know or understand how to use it and what multiple possibilities are available that are not possible with the normal bomber. And I totally agree that all plus components deserve a much more deeply explanation and explore the many possibilities, and this should be done by Filter Forge company itself.

Quote
Skybase wrote:
I was thinking of making some kind of explanation video some months prior but I fell short on time. It's extremely difficult to make watchable videos or let alone writing about them with images.


OH!!! This would be really awesome and very helpful and useful, if you could be able to make a video showing how to use the bomber plus in different ways. Of course and understanding that you do it when you can and want, as you have many more important things to do and are busy, but would be much appreciated if you can do it when you can. Thanks very much
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I'll need to get back in regards to that. It's hard enough finding time to explain this stuff!

I felt it was time to make a new filter too. How about some marbles!

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Some more improvements!

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Hmmmm a bit of worrying thoughts: the render times are of course atrocious.

Running a 4000+ px image results in a 1 hour and 45 min render! But the results are extremely crisp!

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acire1
Acire

Posts: 55
That's a super filter, never mind those render times...
I love those marbles...have a whole jar full and often marvel at them smile:-)

Yes, please, I look forward to that new filter, thank you.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
RGBLand returns with fury.





It's basically a chance-based crazy filter that has almost no control and will randomly output images. It's been programmed to make sure it kinda outputs something likable, but in the end it can be pretty ugly. You can visit my old RGBLand project here: LINK TO RGBLAND
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Hey folks https://rgbland.space/ is finally awake! It'll now post 5 random pictures a day that's created entirely with FilterForge. It's purely random and no way to make predictions. There is no goal or aim for this project other than it being sometimes nice and sometimes ugly.

Subscribe to the feed, keep your eyes swimming in nonsense.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Wow! This RGBLand idea is really very cool, beautiful, interesting and very artistic, maybe each one in itself is not nice or well done, but what is cool and good is how they are shown all together joined in that pool of images.
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Yuya
2D/3D Generalist

Posts: 4025
Filters: 76
I'M BACK. I've been going around posting all my work on places like Instagram, not so much here sorry.

I'm generally active here:
https://ello.co/yuyatakeda

and
https://www.instagram.com/sky.base/

For FilterForge stuff.

I'm otherwise chilling on Artstation as usual:
https://www.artstation.com/skybase

Anyway let's get back to patterns!

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Yuya
2D/3D Generalist

Posts: 4025
Filters: 76
smile:D Simple things!

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Yuya
2D/3D Generalist

Posts: 4025
Filters: 76
As usual I'm trying to make ways to inspire myself with colors so I made a small filter that dumps out a bunch of simple color gradients.

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Yuya
2D/3D Generalist

Posts: 4025
Filters: 76
A filter that generates little mountains.

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Yuya
2D/3D Generalist

Posts: 4025
Filters: 76
Dusting off some... half developed filters. A bit of update. So unlike my previous attempt at this, I asked Kevin Weber to see if he could take the render times of this filter down significantly. He did. What used to take 2 minutes for 600x600 now takes 23 seconds. The output is damn good. BUT it doesn't work well with different sizes... this needs some investigation.

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DJI
Official Bologna Tester

Posts: 4583
Filters: 257
Sweet stuff! I love this! smile:D!
"Art is quite useless." Oscar Wilde
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emme
Posts: 718
Filters: 8
Very nice patterns! Good to see you back.
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ddaydreams
Frank Hawkins
Posts: 412
Filters: 1
I like the filter that generates little mountains. It makes my mind take another step to see them as glass marble like spheres. Mountain view marbles.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Using my color generator to make a very minimalist design.

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Welcome back in so much time, wish you all the best and that you can keep creating great and creative things
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Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
Very nice! This is what I'm into these days: it's mathematical... but it is organic at the same time. Excellent.
Math meets art meets psychedelia.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Hey folks, if you're interested in my recent work I mostly post random stuff on my official Twitter now. Visit it here: https://twitter.com/skybase

I do stuff all the time. I just lately can't put my efforts on posting my work on all the forums / places I used to.
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emme
Posts: 718
Filters: 8
Beautiful work! The machine learning stuff is very interesting.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Yuya wrote:
As usual I'm trying to make ways to inspire myself with colors so I made a small filter that dumps out a bunch of simple color gradients.



If anyone want to know the story behind this great and well done color gradients and color schemne I have seen that is already told how it was done on the top of this page as shown here in this link how you have done it with much work and time

Quote
Skybase wrote:
Hey folks, if you're interested in my recent work I mostly post random stuff on my official Twitter now. Visit it here: https://twitter.com/skybase


I like much your works and admire what you can do and you are creative and know what you do in a good way
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase wrote:
Hey folks https://rgbland.space/ is finally awake!


Quote
Skybase wrote:
You can visit my old RGBLand project here: LINK TO RGBLAND


I have seen that both of these link shown above in this page for this one here is now wrong and goes to a Thailand website that seems to be about bitcoin investment and not related to anything RGBLAND

Quote
Yuya wrote:
Dusting off some... half developed filters. A bit of update. So unlike my previous attempt at this, I asked Kevin Weber to see if he could take the render times of this filter down significantly. He did. What used to take 2 minutes for 600x600 now takes 23 seconds. The output is damn good. BUT it doesn't work well with different sizes... this needs some investigation.


This looks really cool and interesting,, well done, like it much.

What is the modification that Kevin Weber have done to reduce it so much if it possible to know?
I do not mean to show the filter, I mean to tell what was wrong that was changed to speed it up so much.

Thanks very much and send you my best wishes and that you can keep creating so many beautiful and creative things that you do
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Yeah RGBLand.space ran for about 4 years before I just called it quits. There wasn't much interest from the outside and yeah not much interest from the public either. But it did make it to a few interesting places. You can visit the output of RGBLand on the Tumblr page it was originally hosted on: https://rgbland.tumblr.com/

I'm currently experimenting with other programs to do the same thing on but much more interactive than FilterForge.

Quote
What is the modification that Kevin Weber have done to reduce it so much if it possible to know?


I'm not sure if you'd understand but let me try. The original version used two bomber plus components which are inherently slow. What Kevin did was basically remove that entirely and use a much more position driven system that made things a lot quicker to render.

Any bomber plus operations technically are the slowest in FilterForge. Particularly the way I was doing some things would have caused problems but did make the process easier for me. (why I was using it.) Kevin's far more technically minded than I am, why his help was integral to making that filter work better.

There are a ton more optimizations done along the way too, so it's really not just that.

Kevin's initial version unfortunately didn't allow for non-square ratio images. I fixed that my own way. smile:p
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Thanks very much for your answer and explaining it, I understand it and is good to know

I have to say that I really admire very much and you have really excellent high quality and creative things on your artstation website place, like it much
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