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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Very Cool 3d..Its like a very early Sim-City or City Block.. smile:pimp:
Stupid things happen to computers for stupid reasons at stupid times!
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
ThreeDee wrote:
And now for something completely different...


Nice! smile:deer:
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
ThreeDee wrote:
And now for something completely different...


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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Kraellin
Kraellin

Posts: 12749
Filters: 99
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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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
CorvusCroax wrote:
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?


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.

Quote
Kraellin wrote:
hehe, nice one, TD!

i've got one similar to that only it's of looking down on hi-rises.


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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ThreeDee
Lost in Space

Posts: 1672
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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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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
ThreeDee wrote:
Corvus -- yes, I did submit it.


Sweet!

Quote
ThreeDee wrote:
Corvus already made the rural landscape.


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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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
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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Kraellin
Kraellin

Posts: 12749
Filters: 99
Quote
Not in the library, I assume?


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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Carl
c r v a

Posts: 7289
Filters: 82
That looks a good one 3D smile8)
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
CorvusCroax wrote:
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.


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.

Quote
CorvusCroax wrote:
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?


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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ThreeDee
Lost in Space

Posts: 1672
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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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Kraellin
Kraellin

Posts: 12749
Filters: 99
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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ThreeDee
Lost in Space

Posts: 1672
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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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Kraellin
Kraellin

Posts: 12749
Filters: 99
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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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
ThreeDee wrote:
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.


Holy @#%! smile:eek: This is some some serious tricky business! Dude, you are truly the renegade master of the offset node.

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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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
CorvusCroax wrote:
Holy @#%! Eek This is some some serious tricky business! Dude, you are truly the renegade master of the offset node.

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?)


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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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
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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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
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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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
If you don't have any success on it, I can take another look in a couple of days.
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
CorvusCroax wrote:
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.


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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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
ThreeDee wrote:
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).


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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ThreeDee
Lost in Space

Posts: 1672
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Quote
CorvusCroax wrote:
Sounds like it's actually 4:5.


Yes. And multiples thereof.
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ThreeDee
Lost in Space

Posts: 1672
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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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Kraellin
Kraellin

Posts: 12749
Filters: 99
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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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Wow.. looking forward to see how you did that one. It's something I tried to figure out before.. I gave up smile:D
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
ThreeDee wrote:
A histogram of the Life Preserver. Yes, it was created in FF.


smile:eek:
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
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 smile:D
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Kraellin
Kraellin

Posts: 12749
Filters: 99
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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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
Kraellin wrote:
what is a level trim?


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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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Could of course simplify it to be "Enhance Monochromatic Contrast," which should, in theory, be three times faster.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
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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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
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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Kraellin
Kraellin

Posts: 12749
Filters: 99
Quote
The only advantage is that it would be AUTO levels


ah! ok.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Zoltan Erdokovy

Posts: 204
Filters: 24
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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tigerAspect
Posts: 222
Filters: 9
Quote
Enhance Monochromatic Contrast

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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KGtheway2B
KGtheway2B

Posts: 660
Filters: 34
+1 ^^
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
Zoltan Erdokovy wrote:
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?


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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Zoltan Erdokovy

Posts: 204
Filters: 24
Thanks ThreeDee!
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
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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Zoltan Erdokovy

Posts: 204
Filters: 24
Actually I'm interested in the trickier method. smile:) Right now in the filter I'm working on the user have to manually normalize the result, which is not very user friendly.
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Okay, well then the AutoLevels filter will be the answer.
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Zoltan Erdokovy

Posts: 204
Filters: 24
Cheers, I'm gonna dissect it today. smile:)
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
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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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
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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