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ThreeDee
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Corvus, these are looking really good. The less the color patterns fight with the geometry, the better. Meaning it seems to work with strong geometry and the colors broken clearly into separate areas along the same geometry edges. The first half of the images achieves that excellently.
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Posted: December 15, 2008 2:38 pm | ||||||||
CorvusCroax
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Hey, thanks!
The way the the filter works is to have 2 different noise patterns, the A pattern and the B pattern. The way the paint color works now is that it's a tone curve which works along a height band of the overall geometry, and is then occluded so as to only apply to the B Noise Height pattern. So, on number 16 above, you can see that the yellow paint only applies to the orb things, (B Noise pattern= orbs in this case) but it wraps all the way around it. What I mean by 'more complexity' is just that it would be not simply slavishly follow the height at a fixed level, but somehow move up and down it, to emphasize the geometry. I was thinking of making the width of the stripes vary somehow... but I'm not sure how to do that yet. I was thinking generating the stripe twice, at 2 differnt widths, and then doing a threshold between them. Or something like that. Do you have any suggestions of better ways to do this? I was also thinking that it might be fun to let FF read in an external file, and then use it for the paint shape. So one could have a little library of racing stripes an what-not. |
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Posted: December 15, 2008 3:36 pm | ||||||||
CorvusCroax
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So, I was going to post it, but at 301kb, it's too big to post on the board! (The board doesn't seem to allow compressed files, like zip.)
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Posted: December 16, 2008 12:51 am | ||||||||
CorvusCroax
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#20
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Posted: December 16, 2008 12:52 am | ||||||||
CorvusCroax
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#21 mm... volcom-ness
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Posted: December 16, 2008 12:52 am | ||||||||
CorvusCroax
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#22 Now with more Zentradi
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Posted: December 16, 2008 2:09 am | ||||||||
CorvusCroax
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#23
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Posted: December 16, 2008 2:53 am | ||||||||
CorvusCroax
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#24 Redball!
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Posted: December 16, 2008 2:53 am | ||||||||
CorvusCroax
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#25 This is just a variant of 24, with modified colors.
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Posted: December 16, 2008 2:54 am | ||||||||
CFandM
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Some good stuff CorvusCroax....I am drawn to number 22 and 24 the most...
![]() Perhaps its all that Zentradi ![]() ![]() Stupid things happen to computers for stupid reasons at stupid times! |
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Posted: December 16, 2008 5:16 am | ||||||||
Crapadilla
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Destroy all Micronians!
![]() I love #24 and #25. Excellent! --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: December 16, 2008 5:42 am | ||||||||
CorvusCroax
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I guess if it was Zentradi, I'd have to render it at 5x the size of all the other ones. ![]()
Thanks! I also really like #26. Needs a little work w/ the hull material to get it to look right... maybe not so universally reflective. It's hard to believe the variety one can get out of this thing just by changing the variation, and nothing else. 24 and 25 are the same preset, just different variation# and color. ![]() Btw 'Dilla: check your email! |
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Posted: December 16, 2008 3:37 pm | ||||||||
Genie |
Awsome work! #25 is making me drool!
![]() Dog - Men´s best friend... until internet came along. |
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Posted: December 17, 2008 6:25 am | ||||||||
CorvusCroax
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Thanks! After the holidays are over, I'll do some more displacement tests and such. Here's another one, playing around with making the paint a little bit more shape-sensitive and not just a single contour line. Note how the paint around the spherical shapes are now little crescents. ![]() |
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Posted: December 18, 2008 11:02 pm | ||||||||
ThreeDee
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Hi Corvus, Not necessarily better, for it gets pretty random, but you could threshold a low frequency noise gradient (with roughness = 0) and get a varying number of varying-size stripes.
Could get a bit complex, but you could do "3D" painting on those surfaces by using the difference between two "booleans." By this I mean, you could have (for instance) a smooth, low-frequency horizontal noise gradient mixed in lighten mode for the low threshold and then a bit lighter noise gradient mixed for the hihg threshold and get the painting areas from the difference of those two (the areas between the low and the high thresholds). This would give you lines that vary in thickness vertically, painted along the sides of the hull. Or use different types of noise (or curve them in various ways) to get different techno/stair-step patterns etc. (Is this explanation incomprehensible? If so, I can draw a diagram of what I mean.) BTW: #24 = Awesome #25 = Incredible Those hexagonally oriented pipes are a real winner, as are the organic shapes of the walls. They truly look intelligently (as opposed to randomly) constructed. There's even something "insect-like" in them which makes them look like they're meant to fly (no pun intended). TD |
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Posted: December 19, 2008 9:34 am | ||||||||
CorvusCroax
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I *think* I understand that. So, how would it conform the the 'form' of the heightmap? Would you mind posting a little diagram of exactly what you mean?
Thanks! Yeah, the point of this whole thing for me was to make a thing which looked rationally constructed, and less like some kind of generic random noise. So, the layering of different sub-forms and using lighten to combine them all is a key part of that. (btw: thanks for your boolean snippet, which helped me realize that)
Thanks! I'm really looking forward to putting some of these on some 3d displacement maps.... |
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Posted: December 23, 2008 5:29 pm | ||||||||
CorvusCroax
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Posted: December 23, 2008 5:32 pm | ||||||||
Kraellin
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congrats
![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: December 23, 2008 9:51 pm | ||||||||
ThreeDee
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Okay, here's the height paint idea in graphic form.
![]() Think of the diagrams as cross sections of the height information. The top one would be your height map, the other two low frequency noise patterns. You would isolate the area between the low and high noise pattern to come up with a paint area and apply it to the image height (only where it coincides with the paint area). The filter forge output would be rendered from the top-down view, not from this side view, but that's the idea. |
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Posted: December 26, 2008 11:41 am | ||||||||
Crapadilla
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Yup, got it. Thanks. ![]() Haven't had the time to look into the filter construction though due to massive festivity onslaught... ![]() --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: December 27, 2008 4:48 am | ||||||||
CorvusCroax
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Oh, I see - That's definitely better than how I'm doing it now; which is ( IIRC ) sort of similar but one of the booleans is at 100%, so more of a clipping plane. Also it also uses only the one channels as a source... but I should try different blending modes, such as difference. Hmm... |
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Posted: December 27, 2008 2:37 pm | ||||||||
James |
CorvusCroax that sci-fi filter looks great, makes me think of robots
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Posted: December 27, 2008 9:11 pm | ||||||||
ThreeDee
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Yes, it is the same idea, but instead of using a threshold to clip it at a certain height, the clipping height varies. Any type of noise could be used for it, horizontal noise gradient would probably be fastest. Likely you would want to make it symmetrical in any case. You essentially paint the model from the "side view," which is an interesting approach. |
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Posted: December 29, 2008 3:12 am | ||||||||
CorvusCroax
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Oh, I see; So you run a map component through a curve, and then run the curve into either a noise gradient or a gradient, which controls a threshold?
Yeah, would definitely want it symmetrical. |
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Posted: December 29, 2008 11:16 am | ||||||||
CorvusCroax
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Thanks! The consensus seems to be that they look Macross / anime. I'll do some 3d-model displacement tests with it later, when I get back from vacation, which should be interesting. |
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Posted: December 29, 2008 11:17 am | ||||||||
ThreeDee
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Hmm, since you mentioned it, you can probably just plug in that horizontal noise gradient right into the threshold input (the one that determines the Threshold level). Doing two thresholds like that for low and high threshold, you can then blend them to get your painting area mask. (I just made an example of that on my Other Interesting Ideas thread). |
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Posted: December 29, 2008 12:47 pm | ||||||||
CorvusCroax
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Posted: January 10, 2009 4:35 pm | ||||||||
CorvusCroax
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Posted: January 10, 2009 4:36 pm | ||||||||
CorvusCroax
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Posted: January 10, 2009 4:36 pm | ||||||||
CorvusCroax
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Posted: January 10, 2009 4:38 pm | ||||||||
CorvusCroax
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Posted: January 10, 2009 4:39 pm | ||||||||
CorvusCroax
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Posted: January 10, 2009 8:03 pm | ||||||||
CorvusCroax
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Posted: January 10, 2009 8:07 pm | ||||||||
CorvusCroax
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Posted: January 10, 2009 8:10 pm | ||||||||
CorvusCroax
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Posted: January 10, 2009 8:12 pm | ||||||||
CorvusCroax
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Posted: January 10, 2009 8:12 pm | ||||||||
CorvusCroax
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#47 This is 37 again, but with scale and displacement issues fixed. Can really see how the mesh topology affects the displacement: where the mesh is nice and regular, like in the torus and the two cylinders in the center, it looks very different than the less regular meshes, like the ones on the left.
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Posted: January 10, 2009 8:15 pm | ||||||||
Beliria
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Congrats!! I like all the variations that's possible with that filter well done!! ![]() I like 41, 42, 44 and 46. What software do you do that in CorvusCroax? Nothing wrong with a little insanity ;)
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Posted: January 10, 2009 8:55 pm | ||||||||
CorvusCroax
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Thanks! Actually I had another one go HU, which is cool. I guess I should make some more filters and get some free FF stuff for my friends. ![]()
For the displacement stuff above, I'm using Vue7 Infinite. |
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Posted: January 10, 2009 9:23 pm | ||||||||
Beliria
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oooo one bit of software I have my eye on! I so need to get my pennies saved up for that lol! Nothing wrong with a little insanity ;)
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Posted: January 10, 2009 9:59 pm | ||||||||
CorvusCroax
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It's pretty nice. The multi-channel rendering is terrific. It also integrates very well with programs like poser and even sketchup.
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Posted: January 10, 2009 10:05 pm | ||||||||
Beliria
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![]() ![]() But have to say Vue is high on my wish list of software to buy. Grr need to go bed, doing far to many typos. Nothing wrong with a little insanity ;)
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Posted: January 10, 2009 10:09 pm | ||||||||
CorvusCroax
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Posted: January 11, 2009 8:28 pm | ||||||||
CorvusCroax
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Posted: January 11, 2009 8:28 pm | ||||||||
CorvusCroax
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Posted: January 11, 2009 8:29 pm |
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