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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Ghislaine wrote:
Is that what you want Spaceray ?




No, sorry, this is not what I want, as this would be easy to do, and I know how to do it.

Quote
SpaceRay wrote:
I am thinking on filling all the cells of INSIDE SHAPES of the spiro with images, but really I still do not know how to do it.


I mean I want the opposite that you have done, NOT touch the wires that makes the Spiro

AND there are TWO ways I am thinking to do it

1 - The image would be modified to fill the the inside parts in the same way BUT following the SAME ORIENTATION that the spirograph design have, so you will need to break the image into lots of different parts and make it follow the spirograph shape.

I have done this in Photoshop that shows the image filling the inside shapes. I have only made a few ones so you can see what I mean

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
2 - The second way that I have thought is to be like a mosaic where the mortar is the spirograph lines.

From the examples below, imagine the mortar or dividing lines as the ones from the Spirograph lines


http://filterforge.com/filters/6629.html


http://filterforge.com/filters/2395.html


http://filterforge.com/filters/322.html
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
HOW TO INCREASE THE LINE WIDTH OF THE UBERBLENDSTAR?

I have tried also to make thicker and bold lines for the uberblendstar shape but do not know how to do it.

It would be good if you could enlarge the lines width and that all the graphic enlarges too proportionally to the witdh of the lines, because if you make the lines thicker but the graphic is not enlarged proportionally it will look bad.
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Carl
c r v a

Posts: 7289
Filters: 82
looking interesting, has it actually been released?
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
No, Carl, there is only available the pre-release version of the filter available in the previous pages.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Here I have done another different idea, that would be to be able to fill the inside shapes of the spirograph with different plain colors

This has been done in Photoshop using the bucket fill but will be nice and good if this could be done inside FF

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uberzev
not lyftzev

Posts: 1890
Filters: 36
You guys might like this...
http://www.subblue.com/projects/guilloche
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
uberzev wrote:
You guys might like this...


WOW!! This is spirography on steroids megapower smile:D

Thanks for the link as it is interesting BUT the problem is that the largest resolution you can save the result is 935x600 pixels smile:( , really too small to be able to see all the great details that this generator can make.

Could be possible to make these Guilloché Patterns inside FF ???

Lots of beautiful and interesting Guilloché patterns found in this google images link, do not miss to see all these beauties, for example this one here



Also found this software to make this Guilloché patterns --> Guard Soft Cerberus and there is a demo version to test

I have made a simple test with this great generator and got this here below

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
HOW TO INCREASE THE LINE WIDTH OF THE UBERBLENDSTAR?

I have tried also to make thicker and bold lines for the uberblendstar shape but do not know how to do it.

Also I do not know if it really would be possible.

It would be good if you could enlarge the lines width and that all the graphic enlarges too proportionally to the witdh of the lines, because if you make the lines thicker but the graphic is not enlarged proportionally it will look bad.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I will see how this can be converted to vectors and so with a not high resolution of the uberblendstar you could have an unlimited size and will take much less time than making a high resolution with high quality antialiasing.

I wish FF could have vectors, but they are not supported, so must look for a conversion tool.
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Morgantao
Can't script

Posts: 2185
Filters: 20
Quote
HOW TO INCREASE THE LINE WIDTH OF THE UBERBLENDSTAR?


Easiest way is to plug a different shape to the lookup source:

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Morgantao
Can't script

Posts: 2185
Filters: 20
Wait, I was wrong...
There's an even easier way smile:D

Just change the threshold on the first Threshold control connected to the poligon:

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Thanks very much Morgantao, I tried some way that did not work, and will try your way and see what I can do. Great and easy solution smile:) I do not know how is possible that I did not think about this before

Perhaps you want to know WHY I want to make the lines thicker, well for many reasons, but one of them is to be able to vectorize the shape much better than with thin lines.
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Morgantao
Can't script

Posts: 2185
Filters: 20
I thought so.
As you may have read in my post on your thread about the best way to vectorize, I also mentioned that you need thicker lines.

Oh, but just so you know, it's very easy to make this kind of spirogram in Adobe Illustrator, so you better do it as a vector to begin with, instead of vectorizing a raster.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Ghislaine wrote:
Is that what you want Spaceray ?




This is simple to do, as you only have to change the "low" color control of the first threshold and put it to allow images, and that is all.

I have added also some more controls that make other effects.

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
And then you can see the result of uberblending the kingfisher built-in-image

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
another one

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
one more increasing the smooth and threshold settings

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
and changing the blending mode to 1 and reducing the threshold to 3 and increasing the smooth to 59

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Using the same setting of the blending mode to 1 and reducing the threshold to 3 and increasing the smooth to 59 AND filling the HIGH color with another image so both low and high have two different images to fill the whole shape.

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I will have to learn and see HOW to use this uberblend as shown on the first page, that think can be much more useful than I thought.
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Nice work, well done guys! smile:-)

I a similar idea and stumbled over this thread looking for help.

I tried to do the scaling and stacking in the script.
It works more or less so far but I can´t figure out how to offset the parts so they stack from the center. I guess you need some math for that and math and me don´t go well together smile:D
Anyway here is what I have so far.

stacking mapscript.ffxml
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
http://www.subblue.com/projects/guilloche

Perfect example of the type of new noise/pattern/fractal components FF should pursue... smile:devil:
Steve

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

Posts: 3142
Filters: 270
+ 1 000 000 smile:)
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
what happened with this ? smile:?:

There is no more development or news about this very interesting, great and useful thing? smile:?:
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LexArt
LexArt

Posts: 256
Hi, this seems to be useful and interesting, but do not know if this was good and useful before having the features of FF 4 and FF 5 available and if this keeps being the same, I mean if this shown here is still useful with FF 5

I mean that now there is loops and other new components that was not available in 2012
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
The loop component will give you more options and probably it's easier to control behavior of each iteration.

However, this is FilterForge, a really really flexible piece of program. If you find this particular method useful, I say use it. In some cases loops might be a bit slower to render... but in other cases it might give you more in the long run.
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LexArt
LexArt

Posts: 256
Thanks Skybase for your answer, so it may be possible to use both ways, and although using the loops could be easier to control the behavior, is more difficult and complex to use and understand, so I will see how this other way shown on this thread works and if it may be easier to use.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
loops could be easier to control the behavior, is more difficult and complex to use and understand,


Yes, although I argue loops may be actually more simpler in this case. Uber's method is relatively advanced in the sense that it does utilize a trick advanced users of the program would know but beginners won't understand immediately. It doesn't mean that this method is super complicated though, but it's premise isn't as instant as how you'd compile this thing similarly in loops.

Screenshot below shows you how a loops version would look like. Note how the transformations are exposed for easy editing.

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