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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
StevieJ wrote:
Yes, if you could create the fractal patterns of bling 1-7 in FF without inputting them.....which would be some complicated curve work....


Yeah, that's a really interesting image. The smooth swirls look really great when converted into a height map; they sort of etch in and out in a really pleasing way. It's gotten me wondering how to make it. Illustrator would be my first choice. However, it uses a certain amount of reflection and self-similarity. I think you could do something similar with some inputs, but I think it would be really hard to do it in any controlled way. Maybe with Processing ™.

Quote
StevieJ wrote:
...but users would eat up the "ornamental" value in wood, cement, and metal...


Well, it's submitted.... I guess we'll see.
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StevieJ
Designer/Artist

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A program like FF should have fractal components.....which would make creating things like this easy..... smile:devil:
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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CorvusCroax
CorvusCroax

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Filters: 18
Yes, indeed. FF might also benefit from a low complexity fractal flame node, too.

I really wish that FF had 'bomber' support, using both raster images and SVG (or even TTF) source inputs. To this day, I STILL dust off KPT, just for the KPT Scatter function.... even though it's like a decade old now. A simple implementation of something like KPT Scatter would be great inside FF. Imagine an FF filter where you could give it a series of images, and it places them at designated spaces inside a FF green node, which you could designate proper rotation, scaling, tint, etc. Now imagine that instead of a basic raster image, those scattered objects be channel inputs... we could make incredibly wild looking constructions inside FF.

Btw: has anyone used Aviary ™? In particular, Aviary Peacock http://aviary.com/tools/peacock It's another node based image generation program, but seems to be more like illustrator, but I really haven't looked at it that closely.
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StevieJ
Designer/Artist

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Quote
CorvusCroax wrote:
really wish that FF had 'bomber' support

Vlad stated that bomber components are supposedly coming in V2..... smile:devil:
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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CorvusCroax
CorvusCroax

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Quote
StevieJ wrote:
Vlad stated that bomber components are supposedly coming in V2.....


Oooh... really? Sweet! Do you have a link where they're talking about it?
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Sjeiti
sock puppet

Posts: 722
Filters: 71
Quote
CorvusCroax wrote:
has anyone used Aviary


I tried registering to try that peacock thing, found I already was registered and had forgotten.

It does look pretty cool, especially considering it's all in Flash (it took us decades to get rid of mainframes and now we're back where we started smile:-p).

But now that I'm screwing around with it a bit it's getting a bit annoying.
Components can have only one output. Most components have way too many options to be intuitive. Components won't render right away (you have to connect them first or something).
It also does not calculate the end result as FF does; it looks like the intermediate component results are stored as bitmaps.

But I'm probably spoiled with FF.

It does have cool stuff though.
Fractals
You can stick little yellow notes everywhere!!!!
A handy color picker (with addable swatches)

But I think I'm just gonna forget about it again...
Nothing beats Filter Forge.

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Kraellin
Kraellin

Posts: 12749
Filters: 99
thanks for posting those originals, corvus smile:)

i like those last images, too. especially the first of the last, the lily. see, i told you you shld have called this filter 'gilding the lily' smile:)
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
Sjeiti wrote:
I tried registering to try that peacock thing, found I already was registered and had forgotten.


Thanks for the info Sjeti. I think I'll stick w/ FF, then... last thing i need is another software package to learn. (Also, call me old skool, but I like to actually own my software... all this subscription stuff doesn't sit right with me.)

Is there anything FF can learn from? (Fractals, Swatches and sticky notes are obvious ones!) How do their 'bombers' implementation work?

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
Kraellin wrote:
i like those last images, too. especially the first of the last, the lily. see, i told you you shld have called this filter 'gilding the lily'


Yeah, but it sounds dirty when I say it. smile:D
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Kraellin
Kraellin

Posts: 12749
Filters: 99
lol. ok smile:D
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:
I wish there was a way to extract the dominant bright color from an image. Maybe like a way to make more selective the 'average color' component to particular parts, as defined by a mask. (you could use HSB extract to define the mask).

So, for example, in the image above, I'd like to pick out that big green-yellow really saturated color under the bridge arch, and then put it back as a color input. Does anyone know a way to do that? (maybe some clever trick with the max levels component that no-one seems to use?)


A number of ways you could do that. The simplest way would be to do something along the line of two sliders which are the x and y coordinates for the color to be picked. Like Mike Blackney's Pixel Color. You could also blur the image a bit to get an "average" or a few pixels.

One good way to get a flat color output extracted from an image is to plug an image into the Elevation Gradient component. Use a flat black as the "Elevation" and an image with the desired color in the top left corner: you get a flat fill of that color.

The other way, closer to what you are describing, would be to do a simplification of the "Color Palette from Image" filter I made recently, and just pick one color, by hue. (This involves motion blurs etc. to get flat colors.)
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Quote
StevieJ wrote:
Vlad stated that bomber components are supposedly coming in V2.....

Quote
CorvusCroax wrote:
Oooh... really? Sweet! Do you have a link where they're talking about it?

They talk about it in several places.....but here's a few quotes that I found about it.....
Quote
onyXMaster wrote:
cool stuff that might get into a major future version: soft shadows for surface type filters, better support for color management (this one actually might slip into 1.x, but I'm not sure enough for now), metacomponents (a tree of components represented as a single component), bomber components and a lot more.

Quote
Vladimir Golovin wrote:
According to the current plan, the major items to be included into 2.0 are bombers, shapes, full range of math components with unclamped output, local search for filters, and grouping of components in the Editor.

Bombers and shapes are relatively easy to do. Math components may pose certain difficulty since they will require control components with numeric input, which, in turn, may require serious infrastructural changes. Grouping of components within the Editor is also a difficult task.

Personally, I'm most interested in having all available noise out there.....and user math input if they can figure out a way to implement it.....would open up all kinds of new things you could do with this program..... smile:devil:
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hey, here are some new pics of a thing I've been working on: the Rust-erizer. Takes an alpha channel, and renders it as rusty metal. I started with Aurum's manhole cover filter as a base. Here's my Standard test object:

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CorvusCroax
CorvusCroax

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Filters: 18
rusterizer 002: some text

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CorvusCroax
CorvusCroax

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Filters: 18
rusterizer 003: again, a standard heightmap test object. I think it needs to fill in the gaps more.

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CorvusCroax
CorvusCroax

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Rusterizer 006: fun alpha pattern.

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CorvusCroax
CorvusCroax

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Rusterizer 009: machines! You may recognize this heightmap from the 'redball' post previously. Dang, should do more of those. Looks HEAVY

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CorvusCroax
CorvusCroax

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Rusterizer 010:
more spacehull heightmaps. Needs to have more variation in how the deeper parts show the rust. Should be less uniform... the inner bits look good, but he color is pretty much just getting darker with depth.

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CorvusCroax
CorvusCroax

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Rusterizer 012: more machines. This is really creepy, actually. Put some 'melt' into it, which uses a blur. Really tears it up.

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CorvusCroax
CorvusCroax

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Rusterizer 014: got the interior 'pooling' working. Looks great.

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CorvusCroax
CorvusCroax

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Rusterizer 015: with yet another height map. Thinking this might be fun for a steampunk machine - maker filter.

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CorvusCroax
CorvusCroax

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Rusterizer 016: I like this one a lot. Great depth. Feels like some abandoned shell of something.

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CorvusCroax
CorvusCroax

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Rusterizer 017: source image is an xray of some kind of electronic circuitboard thingamajig, a hard drive, maybe. Have added a control to allow for mixing of the rust intensity in 3 different ways: uniformly, with a balance control, using some perlin noise (again, using the same balance control) or using the input image selection; that way the user can just go in and manually choose where to have more or less rust.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Rusterizer 019: nice twisty source, showing the 'pooling' of rust in the cavities.

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CorvusCroax
CorvusCroax

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Filters: 18
Rusterizer 020: another sample object. It looks pretty good with a fairly flat source. These are just overlapping boxes, with just a tiny bit of relief. Again, thinking this might be good for a kind of steampunk rusty wall panel maker if it was just more visually interesting.

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CorvusCroax
CorvusCroax

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Filters: 18
Rusterizer 021: again showing the cavity pooling. Added some tone mapping controls to be able to tweak this a bit.

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CorvusCroax
CorvusCroax

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Rusterizer 022: using some test text.

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CorvusCroax
CorvusCroax

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Rusterizer 028: This is from the 'tin samurai' filter from way back in this thread.
I REALLY wish that FF had a 'wind blur', sort of like the photoshop filter. Motion blur is fine, but you just can't get things to look like they're really running and dripping because motion blur is so uniform.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Rusterizer 029: again, a standard test object. There is a tiny tiny bit of blur which helps smooth out the 'stair step' artifacts of the input image.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Rusterizer 031: Input image is from the Style of Ornament. The jpg artefacts wind up looking like roughness and corrosion. Again, i really wish that FF had some kind of 'wind blur' or a normal map node, which I could then strip out to get resultant slope - which would allow me to make better streaks etc.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Rusterizer 033: this one is a bit complicated: the paper is just some paper. The background swirly bits are a highres photo of some smoke, which has been RUSTerized. Then the little foreground creatures are Haeckel's drawings of plankton. They look quite strange all RUST-ified.

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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
CC, looks really good!!! smile8) smile8) smile8)
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
nice. but i hope there's a brightness control. all but the last one are pretty dark.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Genie
Genie
Posts: 179
Filters: 42
Oh, I really like the machine ones! smile:)
Dog - Men´s best friend... until internet came along.
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Thanks for the encouragement!

Quote
nice. but i hope there's a brightness control. all but the last one are pretty dark.


Yeah, there's a brightness control. I think that actually it had more to do w/ me working on these late at night, with most of the lights off. Here they are w/ more normal brightness:

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#13 again

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#13 with the rust in the cavities. The cavities are made simply by using a high pass.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#16 agian, w/ better brightness:

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Kraellin
Kraellin

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

Craig
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Quote
CorvusCroax wrote:
Yeah, there's a brightness control. I think that actually it had more to do w/ me working on these late at night, with most of the lights off. Here they are w/ more normal brightness:


hehe I have that problem when working with the Anaglyph filters smile;) smile:)
Yep those do look better smile:)
Stupid things happen to computers for stupid reasons at stupid times!
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
So, I've been trying to make a good cutline filter for a while. I ended up making something else instead: more like an improved Comic Book filter. As cool as Comic Book is, it's not very clean. If you use more than 4 steps, skin tones go all weird, and you kind of get what you get, based on the average.

So, I made one which allows you to specify exactly which colors you want to preserve from the image. It works pretty well. Check it out (links below)

The end result reminds me of Shepherd Fairey! you know, the guy behind the 'Obey the Giant' and 'Andre the Giant has a Posse' phenomenon. Oh, he also is the guy behind this artwork, which you've probably seen)
http://obeygiant.com/archives

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's another:



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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's another:

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's the original;

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#4, the original

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