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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
So, I wanted to make a more realistic looking rock filter. Here are some tests so far.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Test 2
On this one notice the color channel distortion around the 'sheared' chunks of rock.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Test 3
Even More shearing, more multi-colored rocks.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Test 4
On this one am trying a different color mode.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
This is a new version where I'm trying to incorporate Lichen on the top surface of the rock. This turns out to be difficult. I'm trying to process the height to be similar to the Green channel of a normal map, to create the alpha for the lichen. (Lichen is the ochre stuff, not the pale green stuff... which is just rock texture.) This uses the diffraction channel, and it's not quite there yet. Very CPU intensive...

Actually it just crashed FF and I lost the filter. (WTF!?)

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Test 6 - showing different levels of distortion and the color stretch.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
OK, reconstructed the one which crashed and was lost. Still having problems making the lichen appear on the upper slope of the rocks the way I want. But, the lichen at least looks somewhat natural. Oddly, the rocks tile but the lichen does not.

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Sjeiti
sock puppet

Posts: 722
Filters: 71
Quote
Actually it just crashed FF and I lost the filter. (WTF!?)


Yeah that seems to happen to everyone every now and then. That'll teach you not to forget to save under a new name smile:p

Nice rocks, curious what it will look like in 3D.
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KGtheway2B
KGtheway2B

Posts: 660
Filters: 34
I found rocks to be tough in ff, it's hard to get away from that really "default" looking pattern where the blocks look like they're chiseled perfectly to fit together. Feel free to poke around my attempt, I did it a while ago so I'm not sure how valuable it might be. I'll keep an eye on this one though because your colors and shading look fanstastic. Lichen is a good touch too.

Edit: On second look, mine is terrible compared to yours. Heh, suppose I have fonder memories of my work then they are in reality.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
I like samples 1 and 2... very promising, Croax! smile:)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Beliria
FilterForger & creative genius ;)

Posts: 1932
Filters: 45
wow they look ace! Hope you manage to redo them! I have started saving back ups when I open new filters now, cause it's annoying when you loose them that way smile:evil:
And a pain trying to remember all the steps you took to make the filter in the first place.
Nothing wrong with a little insanity ;)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
lookin good, CC. if you need any help, try this thread: http://www.filterforge.com/forum/read...0&TID=3886

or, take a look at these filters: http://www.filterforge.com/forum/read...0&TID=3886
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Kraellin
Kraellin

Posts: 12749
Filters: 99
also, if you need some help with the lichen... it's probably not as good as your rock, but the lichen is fairly decent in this.

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
KGtheway2B wrote:
I found rocks to be tough in ff, it's hard to get away from that really "default" looking pattern where the blocks look like they're chiseled perfectly to fit together. Feel free to poke around my attempt, I did it a while ago so I'm not sure how valuable it might be. I'll keep an eye on this one though because your colors and shading look fanstastic. Lichen is a good touch too.


Thanks! Yeah, I agree...I don't know a good way to rotate the chunks, and, as you say, they fit together too tightly to look natural. Not sure if there is some clever way around this. (Suggestions anyone?)

I think the mistake most people make with the rocks is putting reflectivity on them. Rocks just aren't reflective unless they're wet. (Unless you have some kind of odd metallic rock or an obsidian or something.)

Quote
Crapadilla wrote:
I like samples 1 and 2... very promising, Croax

Thanks!

Quote
Beliria wrote:
And a pain trying to remember all the steps you took to make the filter in the first place.


I guess it's a chance to demonstrate how well I actually understood it the first time. smile:|
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
Kraellin wrote:
also, if you need some help with the lichen... it's probably not as good as your rock, but the lichen is fairly decent in this.


Oh, hey that's pretty good lichen. How did you do that?

Thanks for the noise lab link. How did you do this one?
http://www.filterforge.com/upload/for...bris_A.jpg


Is it perlin linked to the noise and / or scale component?

This one is pretty good texture-wise:
http://www.filterforge.com/upload/for...ornout.jpg
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
So, here's what I was trying to do with the lichen. I was trying to get it to 'drape' on the 'top' surface of the rocks.

I was trying to generate an alpha channel for it using a map like the one below. The one below is just a height map, and then the inverted green channel of its resultant normal map. (Labeled 'Directional Shading')

My attempt at this involved using the diffraction component in FF. This sort of worked but a) tiled terribly b) made lots of heavily distorted areas c) evidently crashed FF.

Does anyone know of a way to achieve the transformation shown below?

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Beliria
FilterForger & creative genius ;)

Posts: 1932
Filters: 45
Quote
CorvusCroax wrote:
I guess it's a chance to demonstrate how well I actually understood it the first time.


Depends, isn't always down to how well you understood it, sometimes it's down to how awake you are, and was you just messing around to see what you can get? Cause some of mine I start with an idea then end up doing something totally different.
Nothing wrong with a little insanity ;)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
hi corvus,

that image you posted from the noise lab is one of crapadilla's, so you'll have to ask him about it.

the lichen was made on a surface filter in the height node. i ran a perlin into a stones and the stones into the height node on the result component. the lichen is the white portion in the stones component.

If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Redcap
Redcap

Posts: 1290
Filters: 100
Corvus, I can already tell that you are going to have an editor's pick some day smile:)



If you are bored check out my unpractical math website
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Redcap wrote:
Corvus, I can already tell that you are going to have an editor's pick some day [/quote]

Hey, thanks. That would be exciting!
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
CorvusCroax wrote:
How did you do this one?


That's a secret of the trade. Well ok, it's just some simple profile curve mapping, really!
smile;) smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
OK: time for some more tests. Thanks to ThreeDee and Crapadilla's expert assistance I've been able to get this thing to work how I envisaged it.


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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Note how the moss/lichen 'drapes' around the rock shape

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
It can also be flipped:

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
And it can also be raised and lowered

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
With more

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Slightly different look:

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Redcap
Redcap

Posts: 1290
Filters: 100
Corvus, I have to be honest when I say I have been dissastisfied with a lot of the filters as of late (not all but most). However, your filters are amazing. Space_Hulk was an instant download and now this... I have to say you have a natural talent, and your filters are way better than mine! Great job, and please submit smile:)

Also, I like that last preset the best, I would have that one be the initial preset!

Finally I am making a prediction that this goes Editor's pick! smile:D smile;)



If you are bored check out my unpractical math website
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Those lichenized samples look good, Croax!

Be sure to polish the filter thoroughly, so that...

- controls are stable at high randomization
- the 'Size, pixels' slider works correctly
- the normal map is meaningful
- seamless tiling works correctly even on non-square images
- rendering is fast as possible (check noise roughness/detail)

Then you might have your Editor's Pick... smile;)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
Redcap wrote:
However, your filters are amazing. Space_Hulk was an instant download and now this... I have to say you have a natural talent, and your filters are way better than mine! Great job, and please submit


Hey, thanks so much Redcap; Your encouragement is much appreciated! I think I'm starting to understand FF better - it's an amazingly useful tool!

I think I'm going to fuss around with this one a bit more w/ the noise pattern and improving the speed. Then I'll definitely submit it.
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
Crapadilla wrote:
Those lichenized samples look good, Croax!


Thanks!

Quote
Crapadilla wrote:
- controls are stable at high randomization
- the 'Size, pixels' slider works correctly
- the normal map is meaningful
- seamless tiling works correctly even on non-square images
- rendering is fast as possible (check noise roughness/detail)


Ah, those are all VERY good tips.

I definitely need to work on item 1. The scale variable needs to be considerably hemmed in.

Also definitely need to work on item 5: something I did with the lichen makes it wrenchingly slow.
Would you like to look at it 'dilla, and see if there is anything obviously I'm doing mess up the speed?

I think I need to also futz around a bit with the noise, to make it more 'rocky'. Maybe optional curve to soften the edges to a more weathered look, maybe.
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
OK: I've submitted it. It could use some more work IMHO, but is good enough for now.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
preset2

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
preset3

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
preset4

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
preset5

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
preset6

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
preset7

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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
CorvusCroax wrote:
Would you like to look at it 'dilla, and see if there is anything obviously I'm doing mess up the speed?


You could submit the filter and find out... smile;)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Croax, those rocks look AWESOME. I have a distinct feeling my next model will be textured exclusively with rock surfaces...
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
Crapadilla wrote:
You could submit the filter and find out..


It's submitted. If you download it, 'dilla, let me know if you have any tips to improve it. (particularly stacking of noise or the lichen 'shading')

It can take a pretty high degree of randomization. smile;)

Quote
ThreeDee wrote:
Croax, those rocks look AWESOME. I have a distinct feeling my next model will be textured exclusively with rock surfaces...


Thanks ThreeDee! If you do something cool with it, please post it. You can get a LOT of variation with this filter, once you get a hangle on the controls.

I'm tempted to also post the original version of the filter (post 1, 2). It has a distinct 'rocky look' to it. The later versions are good, but something is still missing, IMHO. I'll probably revisit the noise some more later.

After doing this, I think the key to more realistic rocks is perlin noise at a high roughness, and to not make the rocks shiny. Did some experiments w/ making the 'Lichen' slightly reflective; it looked interesting, but very slimy!

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's a test that didn't go anywhere, but looked cool.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here are some source / reference images.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
ref image 2

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
ref image 3

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