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Skybase
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Posted: November 11, 2011 9:38 pm | ||||||
Skybase
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A frame from my currently in-development animated film "The Door to Tomorrow."
90% of the textures you see here in this shot are mostly made with FilterForge 3. Some were painted in by hand. Here's a list of filters used: Broken Warehouse Windows by Mike Blackney Sand Ripple by Marcello Metal Grunge by lords8n Metal by MichaelTannock Plaster FX by pixel8ted Grunge General by Yog BaseMetal by KGtheway2B Returning Nature by me several other custom filters made for the project (additional rust generation, grunge, junk, splattering... etc etc) 3D building models by Justin Holt and Jason Preis. Additional background material was filled up by me... simple cubes with seamless building textures I generated some time ago. hehe. The shot was rendered using mental ray, processed using Studio Artist 4 for the painterly look. Additional "punching up" was done using Photoshop, finally all layers were composited in After Effects. The scene is relightable within the program via Normality plugin for After Effects by Stefan Minning. Useful plugin!!!! The film will be done by the spring of 2012 yay! ![]() |
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Posted: November 28, 2011 1:42 am | ||||||
Skybase
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I thought I'd write up a technical commentary about the "Ranged Sharpen" filter. You can read it here:
http://skybase.wordpress.com/2012/01/...lterforge/ |
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Posted: January 2, 2012 2:16 am | ||||||
Kraellin
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hi skybase,
i like the running rust except that in some places it doesnt quite seem to follow gravity correctly. any way to correct that? If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: January 2, 2012 2:28 pm | ||||||
Betis
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^ I just looked at the picture to see what you're talking about, and what I think that the problem is that there is no 3D model for the rust to drip out, down, and around, and is just flat. Easy to fix imo if you generated a heightmap and bulged it
Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: January 2, 2012 7:38 pm | ||||||
Skybase
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Yup... it's pretty difficult to do it without a rough 3D model or something. The thing is "heighmap" that's been generated off of a photograph fails in its own way. The technical difficulty behind it lies in the fact that we don't have depth information (unless we deal with deep-compositing. Which is NOT going to happen for a very long time.) So this "rust" filter would be probably better off as a texture than a "filter" but if anybody can come up with a way to deal with rusting across all sorts of photographs, I'd love to see it. ![]() |
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Posted: January 2, 2012 8:04 pm | ||||||
Skybase
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This scene is 100% computer generated
![]() Rendered the image using Indigo Render and post processed using FilterForge 3 using my "Point and Shoot v2" filter. ![]() |
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Posted: January 2, 2012 8:52 pm | ||||||
Morgantao
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![]() I taught myself 3D studio 3 about a hundred years ago, and stopped trying when they released 3D studio MAX (The new interface was too much for me ![]() My problem with 3D is that I can't ever render a proper scene. The flat shaded preview renders would take days on my machine, and by the time I upgraded my machine the software would upgrade twice already, meaning my machine still falls short. Imagine that every FF filter you try took 10 hours to render, and by the time you get a better, faster computer that could do it in half the time, the filters would get so much better and more complex, that they would now take even longer to render. I need a Cray supercomputer farm ![]() |
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Posted: January 2, 2012 11:42 pm | ||||||
Betis
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Octane render is hella fast/cheap
Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: January 2, 2012 11:44 pm | ||||||
Skybase
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Oh haha, yes Octane Render is MUCH cheaper and faster than Indigo but it turns out I need to probably build up a better computer for it and the one down side of Octane is that it's hardwired to CUDA, so that's nvidia only. Indigo's nice side is that it lets you use CPU or GPU which is a nice option. In the end results are the same, it's more about functionality in my stance and having 2 render engines helps a bit on my task load.
The sad thing is I'm still traveling around a lot and with that I chose a Macbook Pro to do my work on so I don't own a desktop machine anywhere. Once I'm done with this traveling mess I'm sure I can start building my dream comp and use Octane fully as well as Indigo. But if in any case I decide I can't afford nvidia GPUs I would still have a choice of using Indigo's OpenCL or Blender's Cycles render which is also a very fast render engine. |
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Posted: January 3, 2012 12:52 am | ||||||
Betis
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yeah Octane is a very petulant program, and I'm kind of disappointed that you can't really render more than one model at once or position some around. complex scenes make huge material nodes that are not fun. They did just release a 3DS max plugin though, which is shamefully just as much money as the program. :\
OpenCL ftw, I'm thinking about programming in that sometime in the near future. Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: January 3, 2012 1:05 am | ||||||
Skybase
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The quick answer is around 9 hours on Indigo Render. Pretty sure it'll go faster if I utilize GPU but I didn't. I left it just rendering overnight so it never affects anything.
I don't know what your computer specs are but I guess in your situation I would save up and get myself a nicer computer. Although in some instances you can really really take the render time down by lowering the number of polygons, baking lights or literally painting them, and generally a proper understanding of what the render engine does can save you lots and lots of time. I mean the one thing I know is that if you aim too high with a tool that's not so great, you'll end up screwing up more often. Or let me put it this way, you CAN sculpt wood with a screw driver if you continue to work on it, but that screw driver's probably useless by the time you're done sculpting. So what I can suggest is try doing something that's not too hardcore. Do something that's lower resolution, less computationally intensive but at the same time highly creative and fun. That's just another way around that sort of problem. I would just do what I can do until the day I get myself a better machine. |
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Posted: January 3, 2012 1:07 am | ||||||
Skybase
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Posted: February 4, 2012 12:36 am | ||||||
Skybase
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Posted: February 7, 2012 9:19 pm | ||||||
SpaceRay
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![]() Or you have JUST used the materials render from Indigo Renderer as it shown In the materials page that is shown the same beautiful ball ? Sorry that I am asking perhaps obvious and simple things, but I am beginning in 3D Have you used Filter Forge to make the nice multicolored texture? |
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Posted: February 7, 2012 9:37 pm | ||||||
Skybase
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In Indigo RT, you just have to make a "new material" and that's where I just threw in the maps and it was done.
![]() And yeah, I have several test textures I made for various programs. This is just one of them. |
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Posted: February 7, 2012 10:25 pm | ||||||
Skybase
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Posted: February 7, 2012 11:33 pm | ||||||
Skybase
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Posted: February 7, 2012 11:34 pm | ||||||
Morgantao
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Sorry, but this one
![]() Looks like a bad colonoscopy.... I imagine... ![]() |
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Posted: February 8, 2012 5:57 am | ||||||
Skybase
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Posted: February 13, 2012 8:05 pm | ||||||
Skybase
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Posted: February 13, 2012 8:12 pm | ||||||
Skybase
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Posted: February 13, 2012 8:30 pm | ||||||
Morgantao
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Are the low-fi pictures scanned? Or are these normal pics filtered with FF?
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Posted: February 14, 2012 1:09 am | ||||||
Skybase
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The images are normal digital picts. I previously constructed a filter called "Point and Shoot" which simulates the feel of analog film cameras. I threw an additional segment to it just for experimental purposes and made the filter you see. Point and Shoot is available here: http://www.filterforge.com/filters/9310.html |
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Posted: February 14, 2012 1:25 am | ||||||
Skybase
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Thought I try making some more tech-tiling stuff here. This is the basis for that and at this point the filter takes around a minute or two to render with all the 3D elements going on. Which in any case isn't bad, it's just that if I start adding elements to it, it may take longer to render. So I may just stop here too.
I don't know, let me see what I can do here. ![]() ![]() |
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Posted: February 14, 2012 1:52 am | ||||||
Skybase
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Posted: February 14, 2012 1:54 am | ||||||
Skybase
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Posted: February 14, 2012 1:54 am | ||||||
Morgantao
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Looks neat
![]() BTW, I already have your point and shoot filter, I just haven't played with it yet so I didn't recognize it. Another cool filter ![]() |
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Posted: February 14, 2012 1:04 pm | ||||||
Skybase
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Posted: February 16, 2012 2:59 am | ||||||
Skybase
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Posted: February 16, 2012 2:59 am | ||||||
Skybase
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Posted: February 17, 2012 4:44 pm | ||||||
Skybase
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Posted: February 17, 2012 4:45 pm | ||||||
Skybase
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Posted: February 17, 2012 4:46 pm | ||||||
Morgantao
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Very cool!
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Posted: February 17, 2012 5:02 pm | ||||||
Skybase
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I went back to my older stained glass experiment filters and decided to finalize them because they've been hanging around for the last couple years or so. The new version of FilterForge has a nice edge detector, so that's what I'm using to produce the lines.
This render took 1 minute and 20 seconds ish. ![]() |
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Posted: March 2, 2012 1:20 am | ||||||
Morgantao
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I'm sorry, but a minute and a half is just too long. You can do better
![]() All kidding aside, that looks awsome! Reminds me of something my inlaws have. I bet it looks great on simple clean graphics too, not just photos! |
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Posted: March 2, 2012 1:34 am | ||||||
Skybase
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Posted: March 2, 2012 1:40 am | ||||||
Skybase
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Actually if you just render the diffuse pass for it, the render time goes to about 10 or 20 seconds or so. ![]() ![]() |
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Posted: March 2, 2012 1:54 am | ||||||
Morgantao
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Excuses, excuses...
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Posted: March 2, 2012 4:51 am | ||||||
Skybase
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Improved version now allows for alternative formulas and alternative color schemes for the framing.
Full renders (images over 4000x4000px in scale) take around 1 hour for a full render (unfortunately.) I reduced the structure quite significantly, though there may be some places I can still cut down on. It's pretty tricky what to remove at this point because each node's producing necessary material for the final output. |
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Posted: March 2, 2012 3:11 pm | ||||||
Morgantao
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Can we see the original of the last one?
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Posted: March 2, 2012 3:20 pm | ||||||
Skybase
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Posted: March 7, 2012 6:01 pm | ||||||
Skybase
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Posted: March 7, 2012 6:06 pm | ||||||
Skybase
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Posted: March 7, 2012 6:10 pm | ||||||
Skybase
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Here's a render with just the diffuse pass. I tried to make it so the diffuse resembles the materiality of the glass and metal framing without the surface (3D) aspect.
When you put this in another program for rendering, it should look ok with incandescence and can also be used as a light gel. Pretty handy for scenery with stuff like this all over the place. This diffuse pass took 33.30 seconds to render. Not bad. ![]() The catch with this filter is that the work comes out abstracted and not really specific. When you look at real stained glass windows the artist crafts each piece of glass in a specific manner, usually like a contour or broken abstraction with distinct geometric properties. The problem with that is FilterForge doesn't really allow for human input aside fr om the controls we can give it. I do have another filter wh ere I made it so that the framing follows the contours of objects but it unfortunately is slow and quite honestly I thought it wasn't worth it since you'd rather produce the line work, color work by hand. Much much easier. Maybe in the future I'll come back and try again. ![]() |
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Posted: March 7, 2012 6:24 pm |
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