YOUR ACCOUNT

Messages 136 - 180 of 670
First | Prev. | 2 3 4 5 6 | Next | Last 
Login or Register to post new topics or replies
ThreeDee
Lost in Space

Posts: 1672
Filters: 112
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.
  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
ThreeDee wrote:
Corvus, these are looking really good.


Hey, thanks!

Quote
ThreeDee wrote: 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.


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.
  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
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.)

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#20

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#21 mm... volcom-ness

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#22 Now with more Zentradi

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#23

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#24 Redball!

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#25 This is just a variant of 24, with modified colors.

  Details E-Mail
CFandM
ForgeSmith

Posts: 4761
Filters: 266
Some good stuff CorvusCroax....I am drawn to number 22 and 24 the most... smile:)
Perhaps its all that Zentradi smile;) smile:)
Stupid things happen to computers for stupid reasons at stupid times!
  Details E-Mail
Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Destroy all Micronians! smile:D

I love #24 and #25. Excellent!
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
CFandM wrote:
Some good stuff CorvusCroax....I am drawn to number 22 and 24 the most...
Perhaps its all that Zentradi


I guess if it was Zentradi, I'd have to render it at 5x the size of all the other ones. smile:D

Quote
Crapadilla wrote:
Destroy all Micronians!
I love #24 and #25. Excellent!


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. smile:loveff:

Btw 'Dilla: check your email!
  Details E-Mail
Genie
Genie
Posts: 179
Filters: 42
Awsome work! #25 is making me drool! smile:D
Dog - Men´s best friend... until internet came along.
  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
Genie wrote:
Awsome work! #25 is making me drool!


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.



  Details E-Mail
ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
CorvusCroax wrote:
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?


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.

Quote
CorvusCroax wrote:
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.


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
  Details E-Mail
CorvusCroax
CorvusCroax

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


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?

Quote
ThreeDee wrote:
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.


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)

Quote
ThreeDee wrote:
#24 = Awesome #25 = Incredible


Thanks! I'm really looking forward to putting some of these on some 3d displacement maps....

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hey, Rock Fracture 01 went High Use. My first! smile:ff: Woot!

http://www.filterforge.com/filters/6422.html
  Details E-Mail
Kraellin
Kraellin

Posts: 12749
Filters: 99
congrats smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
  Details E-Mail
ThreeDee
Lost in Space

Posts: 1672
Filters: 112
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.
  Details E-Mail
Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
CorvusCroax wrote:
Btw 'Dilla: check your email!


Yup, got it. Thanks. smile:)

Haven't had the time to look into the filter construction though due to massive festivity onslaught... smile8)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
ThreeDee wrote:
Okay, here's the height paint idea in graphic form.


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...
  Details E-Mail
James
James
Posts: 676
Filters: 46
CorvusCroax that sci-fi filter looks great, makes me think of robots smile:)
  Details E-Mail
ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
CorvusCroax wrote:
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...


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.
  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
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.
  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
James wrote:
CorvusCroax that sci-fi filter looks great, makes me think of robots


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.
  Details E-Mail
ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
CorvusCroax wrote:
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?


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).
  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Ok: displacement tests! Egads these take a long time to render....

#37

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#38

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#39

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#40 I think this one turned out great. The paint could use some modulation, but other than that, some lights and more of a 'front' and more of a 'back' this is just about perfect.

I also really like the big funky torus in the back.

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#41 This is the cool brown texture above. Also looks great as displacement. Great contrast between the smooth flat areas and the greebly gray bits. The hull w/ the streaks also looks great.

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#42 This one looks pretty good too.

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#43 This one looks great too ... very manufactured looking. It's like spaceships by Nike. The big bold swaths of color look best, I think. Better than the color in #40 which just follows the topology of the. Maybe if there was the big main paint color, plus a secondary color within that. Hmm...

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#44

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#45 This is 38 again, with some scale fixes.

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#46 Again, I like the paint on this one.

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#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.

  Details E-Mail
Beliria
FilterForger & creative genius ;)

Posts: 1932
Filters: 45
Quote
CorvusCroax wrote:
Hey, Rock Fracture 01 went High Use


Congrats!! I like all the variations that's possible with that filter well done!! smile:)

I like 41, 42, 44 and 46. What software do you do that in CorvusCroax?
Nothing wrong with a little insanity ;)
  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
Beliria wrote:
Congrats!! I like all the variations that's possible with that filter well done!!


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. smile:)

Quote
Beliria wrote:
What software do you do that in CorvusCroax?


For the displacement stuff above, I'm using Vue7 Infinite.

  Details E-Mail
Beliria
FilterForger & creative genius ;)

Posts: 1932
Filters: 45
Quote
CorvusCroax wrote:
I'm using Vue7 Infinite.

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 ;)
  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
It's pretty nice. The multi-channel rendering is terrific. It also integrates very well with programs like poser and even sketchup.
  Details E-Mail
Beliria
FilterForger & creative genius ;)

Posts: 1932
Filters: 45
smile:D I know.. it's just the price of that version smile;) really need to save up rather than save then see something else and then whoosh there goes the money, and back too square one.

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 ;)
  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
OK, more displacement tests: #48

This one looks a lot better than i thought it would, actually. The little sphere details are nice.

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#49

  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#50 This one came out a lot less round than I thought it would. Still looks very cool, though. Actually, for sheer shape, if it were green it would look more 'zentradi' than the one above.

  Details E-Mail

Messages 136 - 180 of 670
First | Prev. | 2 3 4 5 6 | Next | Last 

Join Our Community!

Filter Forge has a thriving, vibrant, knowledgeable user community. Feel free to join us and have fun!

33,711 Registered Users
+18 new in 30 days!

153,531 Posts
+36 new in 30 days!

15,347 Topics
+72 new in year!

Create an Account

Online Users Last minute:

21 unregistered users.