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Totte
Übernerd

Posts: 1460
Filters: 107
But as I got an email asking for this filter, here it is anyway for you to play with.


fur fever.ffxml
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Mornin Everyone,

Yeah, a cool filter Totte. I will have to check it out later, had to force quit my computer as it locked up tight during processing, I think it must need some serious adjusting. smile:(

Have a GREAT day! smile:)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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Totte
Übernerd

Posts: 1460
Filters: 107
Works well on my 16-cores, uses all cores 100% smile;-)

I know it is my five chained density 3-5 bombers that causes the slowness...
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Kraellin
Kraellin

Posts: 12749
Filters: 99
Quote
Totte wrote:
I know it is my five chained density 3-5 bombers that causes the slowness...


yup, that might do it smile;)

nice fur! smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Hey Totte,

I installed it on my work computer @ the office: Shuttle xXPC Windows Vista Intel® Core™ 2CPU 6400@2.13 Hz2.13GHz 4.00GB Ram 32Bit. It took 3.25sec. to process 1st. render on monitor, but NO preview in 1st. small window. I let it run to see how long it would take for all the presets to load up. I had to quit after 50 minutes with only 4 presets shown, it was still cooking..

Bottom line = a very cool filter,
just needs a TURBO BOOST.
Maybe the F/F team can help with that one?

Have a good evening. smile:)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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Totte
Übernerd

Posts: 1460
Filters: 107
Good , I'll see what I can do with beta 3 smile;-)
All previews renders an about 60 seconds on my 16 core smile;-)
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Carl
c r v a

Posts: 7289
Filters: 82
nice fur Totte - another thing slowing it down is 100% detail in the perlins smile;)
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Miavir
The Cat who walks through Worlds

Posts: 132
Filters: 18
Yes, VERY nice fur Totte, though one source of the slowness might be that you're using about twice as many bombers as you probably need. One of the Particles you use is *always* transparent. Look at the 'Hair shadows' control, follow the connection upwards from it to the remapper. You'll find it remaps to 1 or 1 , which means transparent smile:D .
Please don't think I'm complaining, this is a great filter, but I'd love for the render time to come down smile8). 2 hours and 50 on my machine smile:cry:. Sheeesh. But worth it.
Another Idea that may let you use less bombers and thus speed up rendering would be to have more than one hair in each particle. As many particles as you are using, likely noone will notice lots of them come in patterns smile:-).
Miavir
In ancient Egypt, Cats used to be revered as Gods.
Cats have never forgotten this.
And rightly so.
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Totte
Übernerd

Posts: 1460
Filters: 107
Miavir: I will see what the new higher density bomber will do, and I will also go through and optimize the filter. I really like it myself, it looks just like one of my dogs (the first preset).

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Totte
Übernerd

Posts: 1460
Filters: 107
OK, I'm getting closer and still preserving acceptable render speed smile;-)


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Totte
Übernerd

Posts: 1460
Filters: 107
I've posted this filter and it was accepted (much faster). I will try to make it look even better (even more like my original filter) without losing too much speed.

http://www.filterforge.com/filters/8451.html
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Totte
Übernerd

Posts: 1460
Filters: 107
I got my Sheaf looking good now;-)

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Totte
Übernerd

Posts: 1460
Filters: 107
and another variant

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Totte
Übernerd

Posts: 1460
Filters: 107
Now its getting closer...


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Kraellin
Kraellin

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

Craig
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Totte
Übernerd

Posts: 1460
Filters: 107
I've stumbled on this interesting problem where I think I can use one of those new math functions, just have to figure out the correct way, or maybe someone of you geniuses here already have solved that problem. It is this sheaf filter that is spoking me.

The situation:
One slider "waist control" is used to control the waist of the sheaf.
The slider actually control two things, the waist (a scale using voldermorts "pinch setup") and the width of the rope overlay (a gamma -> threshold of a curve).
Using remapping, I've gotten it to look good at min and max values, but the tricky part is that the two items controlled dont have the same linear curve, so at "50%", the rope is smaller that the waist.

// Totte



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Kraellin
Kraellin

Posts: 12749
Filters: 99
why not just make it two operations? i mean, do the rope separtely from the wheat and do the wheat separately from the rope. then, simply blend them using one of the new math functions or even with a blend. you could control both with one control if it was remapped correctly, i would think, but not having looked at the filter itself, i may be wrong on that part. still, even if you dont control them both with one control, that wouldnt be all bad. it would just require a little more thought on the part of the user.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Totte
Übernerd

Posts: 1460
Filters: 107
Craig - the problem is that the rope is "trimmed" using a gradient where I control the Treshold to the trimmer, and the sheaf itself is trimmed using a Scale, and they do not have the same linearity, I tweaked it "good enough, but it is an interesting problem. I can make a small sample filter to show you the problem.
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tigerAspect
Posts: 222
Filters: 9
Totte, take a look at what I'm using in Ultimate Starfield, there's an example of the technique in the comments for it: here
I think it could work for you

Basically, you take the control slider and run it though a Tone Curve (via a Blend), then you just hook up a likely-looking curve like Circular Arc or Gamma and set your min, max and midpoint values (with sector, gamma, etc.).
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Totte
Übernerd

Posts: 1460
Filters: 107
Tiger - that what I was doing
This is the lasest version I've experimented with.
Check it and you see my problems smile;-)
The slider is Waist.

sheaf.ffxml
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Kraellin
Kraellin

Posts: 12749
Filters: 99
sometimes, you can scale one remapping to match up to another. i've even completely reversed the max and min values to do this. and if you cant do it with sliders, try int sliders or a mix and match. i've even used angles remapped to do this.

but, if that doesnt work, like i said, you may have to use two controls and warn the users in your descrip.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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tigerAspect
Posts: 222
Filters: 9
You sort of were, smile;) Here's alternate solution that fixes your issue, and I made some changes so it keeps the roundness of the cutoff constant. There's still some odd horizontal offsetting issues (leftover form the original), which could easily solved by controlling it with another tone curve on "Width" smile;)

sheaf001.ffxml
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Totte
Übernerd

Posts: 1460
Filters: 107
Thx Tiger, great solution smile;-)
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Totte
Übernerd

Posts: 1460
Filters: 107
Been playing with what I seems to do best, wood smile;-)

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Kraellin
Kraellin

Posts: 12749
Filters: 99
i hate pointing out the obvious, but you have to start fresh grain patterns with every plank or it looks fake. all of your grain patterns right now, lap over onto the next plank. the side to side is fine, but the end to end is too obvious.

otherwise, very nice smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Totte
Übernerd

Posts: 1460
Filters: 107
The sideways move isnt done yet smile;-) I shift them vertically right now, will also shift them Horizontally before the vertical shif, to break that obvious repeat.
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Totte
Übernerd

Posts: 1460
Filters: 107
Been working with a Jetty instead...

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Kraellin
Kraellin

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

Craig
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Totte
Übernerd

Posts: 1460
Filters: 107
Been playing with some topdown dungeon doors.
Put a few together in the same image, they are rendered to be 4 feet in a 200 pixels=5 feet world (Dundjinni).


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Totte
Übernerd

Posts: 1460
Filters: 107
Yuck, I think I call this one "infected alien tissue" or something.

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Totte
Übernerd

Posts: 1460
Filters: 107
Added som bird droppings to my old jetty

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Kraellin
Kraellin

Posts: 12749
Filters: 99
now you didnt have to do that. we liked your jetty. no reason to poop on it smile:D

nice infected whatever 'heart'(?).
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Totte
Übernerd

Posts: 1460
Filters: 107
Lol, Craig - or is that ox fat you spilled on it?
Btw, It is uploaded smile;-)
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Kraellin
Kraellin

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

Craig
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Totte
Übernerd

Posts: 1460
Filters: 107
I played a little with a flames filter...
YouTube - Burning lifesaver
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Totte
Übernerd

Posts: 1460
Filters: 107
Been playing with some crates with iron rims.

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Ilmeni

Posts: 45
Filters: 6
I like the jetty, says Ilmeni.

Me too!


Let the children play. :-)
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Totte
Übernerd

Posts: 1460
Filters: 107
Thank you smile;-) It's in the library smile;-)
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Totte
Übernerd

Posts: 1460
Filters: 107
Hmm, I'm stumped, again. This is rendered on my MacPro 16Core Xeon with FF 2.005

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Totte
Übernerd

Posts: 1460
Filters: 107
This is rendered on my brand new Core i7 MacBookPro with FF 2.005, same filter, default settings
They really have different shades and metallic look, I really wonder why? Is there a setting I can have fiddled with on my MacPro (gamma is set to the same, I've checked), but some other "global setting"?

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Carl
c r v a

Posts: 7289
Filters: 82
thats strange, what happens with other filter?
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Totte
Übernerd

Posts: 1460
Filters: 107
After some more testing (where I got the SAME result in other filters), I quit FilterForge and started it again on the MacPro, then it looked as on the Core-i7. I know I've had this before, where I've been tweaking reflections and metallic inputs and got a great effect, and the next day when I start FF again it looks different, so I guess there is some kind of bug in FF app where something sticks, overloading the metallic/reflection to stay in some kind of weird overload state until quit, and that is inside the "loaded filter", not in the saved to disk filter XML.

So, solved, but still a mystery smile;-)
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Totte
Übernerd

Posts: 1460
Filters: 107
Took a crate texture and applied it to a cube and rendered it in Cheetah3D, looks promising smile;-)

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Carl
c r v a

Posts: 7289
Filters: 82
cool

- the bolt heads need a bit of texture or a bit darker smile:)
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Totte
Übernerd

Posts: 1460
Filters: 107
Yeah, you can set the shade for them, but I'm trying to make a "galvanized" texture as an option. The filter is becoming really huge though smile;-)

It should have the "DONT PANIC" always visible smile;-)

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