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CFandM
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Very Cool 3d..Its like a very early Sim-City or City Block..
![]() Stupid things happen to computers for stupid reasons at stupid times! |
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Posted: November 20, 2008 5:47 am | ||||||
Crapadilla
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Nice! ![]() --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: November 20, 2008 7:10 am | ||||||
CorvusCroax
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Wow! That's awesome! I hope you submit that one Three Dee. I love the nice touch of the little cars on the streets! Is that a surface filter? |
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Posted: November 20, 2008 11:47 am | ||||||
Kraellin
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hehe, nice one, TD!
i've got one similar to that only it's of looking down on hi-rises. If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 20, 2008 12:37 pm | ||||||
ThreeDee
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Thanks, Corvus -- yes, I did submit it. Quite happy with how it turned out. Yes, a surface filter, although it could almost have been a simple filter. It's mostly the roofs and trees that needed some shape that made it a surface filter. The shadows are fake, they don't come from the lighting. But they were crucial for the look of the thing.
Not in the library, I assume? Adding that would be another step closer to FooFle Earth! Corvus already made the rural landscape. |
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Posted: November 20, 2008 2:16 pm | ||||||
ThreeDee
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It'd be nice to take a further-up view with a coastal city, some mountains and a river and things like that. Perhaps with clouds. Would have to simplify the city considerably, though.
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Posted: November 20, 2008 2:21 pm | ||||||
CorvusCroax
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Sweet!
I think my landscape could use a lot of improvement; it's too slow for example. I'm looking forward to seeing how you did your trees in particular... they look quite nice.) Zoomed out / Costal city would be cool. Could put directional shading on mountains. The thing I found most challenging for my landscape was the roads, actually. Very hard to get them to look like a proper road system, and have the surrounding areas look right. |
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Posted: November 20, 2008 3:44 pm | ||||||
CorvusCroax
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Actually, ThreeDee I was thinking about asking you some questions about making a kind of top-down map making filter this morning, before I even saw your cool filter you were making. I'd like to make a filter which makes hex-based wargame maps. Sort of like below. I can handle most of it, except two things:
1) the building placement. What I was thinking was using a the replicate/scatter trick: I'd just place the needed buildings in advance from the source image. 2) This is the hard one: how to get things to snap to the hex organization. The roads should tend toward the centers of the hexes, and the buildings also tend to be snapped toward the center of a hex. Is this even possible? As the person who best understands Offset, do you have any tips? ![]() |
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Posted: November 20, 2008 3:54 pm | ||||||
Kraellin
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no. and i cant find the thing now. it wasnt all that good and came while looking for something else, so i never put much time into that part of it. if i run across it again i'll post up a pic. If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 20, 2008 10:31 pm | ||||||
Carl
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That looks a good one 3D
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Posted: November 21, 2008 2:26 am | ||||||
ThreeDee
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The trees are really frickin simple. You'll see. I had the same thought -- making the roads look like the real thing is going to be the biggest challenge.
As long as the entire building fits within ONE hexagon tile, the replicate/scatter trick should do it. The method should work with any pattern that has a "flat" fill mode in it, so you should be able to make it with tiles that are converted to hexagons. This way you can copy every building to every tile, rotate them around the center, and then mask off just the ones you're gonna use. This will take as many "layers" as you have types of building. It's gonna get more complex if you want to make the hexagons smaller than the building. Of course you could have the background hexagons smaller, like 1:2, in relation to the actual scattering pattern, but the buildings wouldn't snap to each one of them in that case. Or you could do two different size scatter patterns for two different sizes of buildings. I'll have to clean up that scatter filter to make a snippet out of it. The rotation part is not perfect yet -- I couldn't use Uberzevs Any Angle Rotate for it, so the scaling isn't uniform at every angle. But I think I can fix that. Should be a piece of cake to modify it to be hexagonal. |
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Posted: November 21, 2008 3:33 am | ||||||
ThreeDee
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Corvus,
Here's that hexagonal tiling with random rotation, quantized to 60 degree increments. Keeping the scaling consistent with the rotated elements was quite a challenge. ![]() Hexagonal tile quantized.ffxml |
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Posted: November 21, 2008 4:40 pm | ||||||
Kraellin
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ok, i found that filter i was talking about. here's an image i posted a little while back from it: http://www.filterforge.com/forum/read...#nav_start look down the page to #5 on that page.
If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 23, 2008 8:28 pm | ||||||
ThreeDee
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Ah, I see. With some streets in between that would actually look pretty good. Might need some buildings that are center-point symmetrical as well for that added skyscraper look.
And Spiderman flinging from one building to another. |
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Posted: November 24, 2008 2:22 pm | ||||||
Kraellin
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hehe, yeah. it was just something that came up as a result of looking for something else. i prolly wont do anything with it.
If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 24, 2008 4:01 pm | ||||||
CorvusCroax
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Holy @#%! ![]() It's great that in the end, you just have a single (!) randomized offset, so it would be easy to make a series of different things scatter, using the same offset, and just separating them w/ threshold. Is it possible to put a control on it to change the number of hexes across? I tried to put an IntSlider on all the nodes with repeats(remapped, of course, as appropriate), but I must be missing something, 'cuz it goes all zig-zaggy. (Is there some constant, which scales with the # of hexes, maybe?) |
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Posted: November 24, 2008 8:02 pm | ||||||
ThreeDee
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It's rather tricky, for in order to make the hexagons look right, I had to scale the output horizontally (there are 8 "cells" horizontally and 10 vertically to make it appear correctly proportioned). I'm not even sure why I did it that way instead of making it 4x5 tiling. Could possibly do away with that "fix tiling" step if it works directly with 4x5. Although it is likely to cause other problems the way the filter is currently put together. Nevertheless, the tiles need to be in that proportion to look right. It would probably be most practical to scale the entire thing with one offset step to 50%, 150% or to 200%. That way they would align. In other words, you could make it 4x5, 8x10, 12x15, 16x20, etc. TD |
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Posted: November 26, 2008 10:35 am | ||||||
CorvusCroax
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Yeah, having failed once, I went back and just tried to double it, which also got very distorted.
Is it 5:5 or is it 4: 4+1 ? I'll give it another shot... sounds like there actually need to be two controls. (Since there is no way to do math in the control itself.) BTW: I think that I figured out something neat to do w/ the pre-randomized hex displacement map: use them to displace things into the center of the hex... ie clean up the edges. I'll give it a try later tonight. |
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Posted: November 26, 2008 11:37 am | ||||||
ThreeDee
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I'm not sure what you're referring to as 5:5 or 4:4+1. The number of hexagonal tiles should be 4:5 (horizontal vs. vertical).
I meant scaling the output at the very end of the whole filter, not at the tiling stage. Although I suspect that you could make the whole filter simpler if you did it 4x5 at tiling stage. Just that all the other scaling is built around horizontally scaling the pattern currently, which is gonna be a bit complex to undo. |
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Posted: November 26, 2008 4:22 pm | ||||||
ThreeDee
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If you don't have any success on it, I can take another look in a couple of days.
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Posted: November 26, 2008 4:23 pm | ||||||
ThreeDee
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Oh, you mean so that no "houses" go over the edge of the image? Yeah, I can see that you wouldn't want to make this a repeating pattern type filter. |
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Posted: November 26, 2008 4:25 pm | ||||||
CorvusCroax
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Oh, I mis-typed. I meant to write: 4:5 or 4:4+1. That is, is is actually a 4:5 ratio, or is it that it's +1 higher than the lower number. EG: is it 16:20, or is it 16:17? Sounds like it's actually 4:5. |
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Posted: November 26, 2008 9:28 pm | ||||||
ThreeDee
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Yes. And multiples thereof. |
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Posted: November 27, 2008 2:53 am | ||||||
ThreeDee
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Corvus inspired me to try other crazy things tonight....
Here's one of them: A histogram of the Life Preserver. Yes, it was created in FF. ![]() The above grew out of Corvus's feature request for getting Average Color from any image input (not just the original). Along the way, I managed to get the RGB Minimum and Maximum values extracted from an input image. |
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Posted: March 20, 2009 6:39 pm | ||||||
Kraellin
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i wuold have never thought of doing a histogram filter. very clever. going to publish it?
If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: March 21, 2009 9:05 am | ||||||
Sphinx.
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Wow.. looking forward to see how you did that one. It's something I tried to figure out before.. I gave up
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Posted: March 21, 2009 9:27 am | ||||||
Crapadilla
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![]() --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: March 22, 2009 8:37 am | ||||||
ThreeDee
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I submitted this curiosa filter.
BTW, is anyone interested in a filter that you can do automatic Minimum and Maximum level trims with a given threshold value? I mean it is the same exact thing as you can do with Photoshop, only slower ![]() |
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Posted: March 22, 2009 10:17 am | ||||||
Kraellin
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what is a level trim?
If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: March 22, 2009 9:23 pm | ||||||
ThreeDee
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What I am talking about is the same thing as in photoshop, when you do Levels and open the Options dialogue, the settings that control what color will be reinterpreted as pure black and pure white (Shadows and highlight clipping %). This would be separate for each channel as in "Enhance Per Channel Contrast" in the same options dialogue. Thus, the image is enhanced to full range from black to white on each channel based on the threshold you give for how much is trimmed off at the highlight and shadow ends of each channel. "Auto Levels" would be the Photoshop term for it. The main interesting thing is that you could do it for any input, not just the original image, so if you wanted to do "Auto Levels" to your filter output (for instance right before the Result component) you could. Not that it is very fast. |
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Posted: March 23, 2009 4:12 am | ||||||
ThreeDee
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Could of course simplify it to be "Enhance Monochromatic Contrast," which should, in theory, be three times faster.
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Posted: March 23, 2009 4:20 am | ||||||
Kraellin
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oh, LEVELS trim. ok, setting the black and white point. thanks. but, why not just use a levels component with an rgb component or for the master channel, just use a levels by itself?
If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: March 23, 2009 8:52 am | ||||||
ThreeDee
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The only advantage is that it would be AUTO levels, which would enable you to get the full range out of all your RGB channels regardless of what the image looked like. With the Levels component you will either have a fixed amount or a user control.
But I don't know if anyone really needs one or not, so I asked. |
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Posted: March 27, 2009 4:17 pm | ||||||
Kraellin
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ah! ok. If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: March 29, 2009 3:05 pm | ||||||
Zoltan Erdokovy
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I'm looking for a way to automatically stretch the histogram, so the image's brightest pixel is always white and the darkest is always black.
Could you help me with this? |
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Posted: April 13, 2009 4:24 pm | ||||||
tigerAspect |
Hells yes. That would be awesome for normalizing noise-based heightmaps. That is, you'd take a given sample, and increase the contrast to match 0-100. |
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Posted: April 13, 2009 7:54 pm | ||||||
KGtheway2B
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+1 ^^
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Posted: April 14, 2009 1:58 am | ||||||
ThreeDee
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Hi Zoltan, If you just want to do that with your original (external image), you can use the Maximum Level and Minimum Level Components and plug them into the same inputs of a Levels Component. If you want to do this to something you created in FF, it gets trickier. I'll submit the AutoLevels filter, since there seems to be interest in it. TD |
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Posted: April 14, 2009 3:34 am | ||||||
Zoltan Erdokovy
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Thanks ThreeDee!
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Posted: April 14, 2009 4:24 am | ||||||
ThreeDee
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Actually, I'm not certain that you can do the external image the way I described. You may have to extract the RGB channels and apply white and black points to each channel separately. I had to do the channels separately in the AutoLevels filter before it worked properly.
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Posted: April 14, 2009 7:02 am | ||||||
Zoltan Erdokovy
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Actually I'm interested in the trickier method.
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Posted: April 14, 2009 8:01 am | ||||||
ThreeDee
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Okay, well then the AutoLevels filter will be the answer.
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Posted: April 17, 2009 3:22 pm | ||||||
Zoltan Erdokovy
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Cheers, I'm gonna dissect it today.
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Posted: April 18, 2009 3:15 am | ||||||
SpaceRay
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I like very much this beautiful and very well done shiny crystal balls examples
![]() ![]() ![]() I have seen that you have the Welcome to the Matrix filter to make this lovely balls, BUT I can´t get it similar to your nice examples, perhaps I am missing something, or doing something wrong, or do not know how use it or configure the settings to be similar to this examples shown here. |
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Posted: July 11, 2012 2:47 am | ||||||
SpaceRay
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After some more testing and looking at HOW the filter remaps the source image into the balls I have seen that is very important HOW this source image is done and the colors included and how many balls will be shown depending on the source colors
Here below I put an example showing that using this source image with many black parts ( this has been made with the Art in the Round filter by CFandM) ![]() You can hide and make many balls missing ![]() |
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Posted: July 11, 2012 3:55 am |
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