YOUR ACCOUNT

Messages 181 - 225 of 650
First | Prev. | 3 4 5 6 7 | Next | Last 
Login or Register to post new topics or replies
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Nice guts, emme! (both result and construction smile;-)).

Here is the eco-friendly-low-power version. It runs 2000% faster or something (with a small quality cost regarding details). Basically the only thing I changed is using the Blur components as buffers when possible (only a little re-routing, no new components).

Subsurface v007.ffxml
  Details E-Mail
emme
Posts: 718
Filters: 8
Ha, thanks! smile:)

That's a big speedup. My rendering times seem to be dropping from about 3min to 30s.

Can you break down why exactly this optimization works? Is it faster to run blurs in series rather than in parallel? Also, feeding a blurred input into the loop renders a lot faster than non-blurred - is this just an antialiasing issue or what's going on there?
  Details E-Mail
David Roberson
Artist
Posts: 404
Filters: 36
O! M! G!

And the Power User Award goes to emme! Dang! I want them all! (Assuming they're not presets in the ones you shared already...)

If these were in the Library, more people would be buying Filter Forge every day. I hope they will work in FF6. It'll be a while before I can afford to upgrade.
  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Quote
emme wrote:
Can you break down why exactly this optimization works? Is it faster to run blurs in series rather than in parallel? Also, feeding a blurred input into the loop renders a lot faster than non-blurred - is this just an antialiasing issue or what's going on there?


Yeah, what happens is really that the blur (and any of the bitmap based components) internally renders a sample tile buffer (like if you saved an image at that stage and used that instead of the sub chain).

You use a lot of branching components (i.e. where one output sample is based on several sub samples): derivative, refraction and loop. That means *alot* of very close sampling. So what I did was to ensure that the blur components are the only way "into" the sub trees and that close samples thus hit the same tile that was already buffered. We sack some detail though.

Read more about it here:
https://www.filterforge.com/filters/4859.html
  Details E-Mail
ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Hi Everyone,

Very Cool New Filters emme!
Great explanation as always Sphinx! smile;)

Have a great day,
Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
  Details E-Mail
emme
Posts: 718
Filters: 8
Thanks for the explanation Sphinx. Makes (more) sense now. smile:)
  Details E-Mail
emme
Posts: 718
Filters: 8
deep scan 01

  Details E-Mail
emme
Posts: 718
Filters: 8
deep scan 02

  Details E-Mail
emme
Posts: 718
Filters: 8
deep scan 03

  Details E-Mail
emme
Posts: 718
Filters: 8
deep scan 04

  Details E-Mail
emme
Posts: 718
Filters: 8
clockwork 01

  Details E-Mail
emme
Posts: 718
Filters: 8
clockwork 02

  Details E-Mail
emme
Posts: 718
Filters: 8
clockwork 03

  Details E-Mail
emme
Posts: 718
Filters: 8
clockwork 04

  Details E-Mail
emme
Posts: 718
Filters: 8
clockwork 05

  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Great work on these clockworks gears, and how they are good and realistic well done, great
  Details E-Mail
Martin Naumann
Martin Naumann

Posts: 464
Filters: 98
is this procedual? :O

wow
  Details E-Mail
emme
Posts: 718
Filters: 8
Yup, 100% FilterForge. It's a surprisingly simple setup, just some gears over a background noise. The magic comes from a lighting setup similar to the one I used in the organic stuff posted earlier. Instead of a directional light I used a point/spherical source here.
  Details E-Mail
emme
Posts: 718
Filters: 8
I've been experimenting with lens blur, here's a test simulating an anamorphic lens. Any aperture shape should be possible. Rendering time about 8 min with something like 650 samples per pixel. smile:)

  Details E-Mail
Martin Naumann
Martin Naumann

Posts: 464
Filters: 98
wow that looks amazing, how you did this? smile:D
  Details E-Mail
emme
Posts: 718
Filters: 8
Each pixel essentially has its own microlens that tells how to offset the sample coordinates, this defines the blur shape. A small amount of noise is added to the "lenses" in order to scatter the samples randomly (using jittered sampling works too). A depth map controls how much offset is applied to each pixel. Then it's just about calculating a lot of samples to get rid of the noise.

I'm still figuring out the best way of doing things, but the results are nice so far.

  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Damn Emme! The quality of this is amazing.
  Details E-Mail
emme
Posts: 718
Filters: 8
Thanks! More fun with lens blur.

  Details E-Mail
Martin Naumann
Martin Naumann

Posts: 464
Filters: 98
wow.
  Details E-Mail
emme
Posts: 718
Filters: 8
terrain dof 01

  Details E-Mail
emme
Posts: 718
Filters: 8
terrain dof 02

  Details E-Mail
Martin Naumann
Martin Naumann

Posts: 464
Filters: 98
unreal.
  Details E-Mail
AndrewA1988
AndrewA1988
Posts: 27
Filters: 16
wow those images are stunning. Are those last two images generated entirely in FF (both the terrain and the DoF effect)?
  Details E-Mail
emme
Posts: 718
Filters: 8
Thank you, and yes, they are generated entirely in FF.
  Details E-Mail
dem10
Posts: 21
hi emme, they are realy amazing filters. could you share ( digital number and lens blur) filter. thanks!
  Details E-Mail
emme
Posts: 718
Filters: 8
Here's the original filter that generates the numbers. I'll share the lens blur later, once it's a bit more usable.

Digits v002.ffxml
  Details E-Mail
dem10
Posts: 21
thanks! i am waiting the other filter.
  Details E-Mail
Ghislaine
Ghislaine

Posts: 3142
Filters: 270
hi emme ! Do you have the filter for terrain dof 02 ?
You know that landscapes are my cup of tea and your terrains are so beautiful
  Details E-Mail
emme
Posts: 718
Filters: 8
The terrain itself is very similar to my Landform filter, I just added a smudge to get the displacement + the dof. I'll get back to working on the lens blur and hopefully sharing it soon.
  Details E-Mail
emme
Posts: 718
Filters: 8
elemental 01

  Details E-Mail
emme
Posts: 718
Filters: 8
elemental 02

  Details E-Mail
emme
Posts: 718
Filters: 8
elemental 03

  Details E-Mail
emme
Posts: 718
Filters: 8
elemental 04

  Details E-Mail
emme
Posts: 718
Filters: 8
elemental 05

  Details E-Mail
emme
Posts: 718
Filters: 8
elemental 06

  Details E-Mail
emme
Posts: 718
Filters: 8
flakes 01

  Details E-Mail
emme
Posts: 718
Filters: 8
flakes 02

  Details E-Mail
emme
Posts: 718
Filters: 8
flakes 03

  Details E-Mail
emme
Posts: 718
Filters: 8
flakes 04

  Details E-Mail
emme
Posts: 718
Filters: 8
flakes 05

  Details E-Mail

Messages 181 - 225 of 650
First | Prev. | 3 4 5 6 7 | 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
+39 new in 30 days!

15,347 Topics
+72 new in year!

Create an Account

Online Users Last minute:

29 unregistered users.