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McGyver
What is a user title?

Posts: 111
Filters: 10
Clearly it shows how little I understand about the mechanics of Filter Forge...
But is it possible to add the option of adding Emissive Maps as a render maps option in some future version of Filter Forge?
I'm sorry if this has been asked before, I'm pretty sure I saw someone mention this in another thread a while back, but since it wasn't the original topic, at that time people focused on the OT and I believe that question went unanswered. I tried to find it but Google just want to sell me stuff, so I can't really find it.
Currently when I want an emissive map, I cobble one together or butcher a filter until I get something useful... But it would be great if this were possible by just clicking on a render map option.
Thanks in advance.
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Indigo Ray
Adam

Posts: 1442
Filters: 82
No dice. The filter forge lighting system does not model emissivity (is that even a word?). The developers are [probably] not going to include a render map that can't be used in the program's own lighting system, even if it would be convenient to export into a different software.

(Unless it gets upgraded again. Let me remind you that FF version 1.0 didn't have HDR lighting or ambient occlusion.)
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McGyver
What is a user title?

Posts: 111
Filters: 10
If emissivity isn't a word, I'm making it one now... But yeah, I didn't think it was possible, but since I'm still not wrapping my tiny brain around so much of the the filter structure and how the fiddly bit work, I figured it was worth asking...
After all there are no stupid questions...
There a really stupid questions and really dumb questions, but no plain stupid ones... Actually that's not true either... But still I figured I'd ask.
Thanks.
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Upon release of Filter Forge 7:

Quote
To sum up, the new changes make working with Channels much more streamlined. And, in addition, these changes open up new possibilities for future versions of Filter Forge, such as Custom / User Channels, or implementing new kinds of Result Components with different rendering algorithms and Channel sets (for example, Unity PBS Shader or for Unreal Engine shader)


It sounds to me like the developers are considering implementing what you are asking for (and more) in a future version. So, still no, but less of a no? smile:)
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
I considered implementing Emission Map + a glow post-effect into the Result Component, but I'll reevaluate those plans. It would make much more sense to implement Emission Map as a part of a well-known shading idiom (e.g. Unity or Unreal Engine PBS), which, in turn, could me implemented in FF as a new kind of Result Component, in addition to Simple and Surface.
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hi Vlad,

I really hope that you implement some kind of emission / self illumination map as described above! A 'Unit or Unreal Engine' Result Component with emission would be very helpful*. This sort of interoperability stuff helps make Filter Forge a more useful tool for people who do professional graphics - ie games industry, rendering, etc.

(*So far I've been doing a work around where I rig up self illumination as a separate, alternative, color channel behind a switch. Which seems silly to have to do.)
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Corvus, which particular kinds of Result Components would seem more reasonable to implement, from your own point of view? For example, Unity 5.0 PBS, or Unreal Engine PBS, Mental Ray? Something else?
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
psst... mentalray is gone. lol

Physically based materials should look quite similar between rendering engines as well as their behavior tends to be close enough that generic Physically based material output should honestly be well enough?
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Skybase, having just one PBS-based Result Component to develop, document and maintain would be fantastic.

However, while the PBS basis is (or should be) similar across rendering engines, the specifics may be different. E.g. Unity PBS shader expects specular strength and exponent packed into a single texture, where strength is stored in RGB and exponent in Alpha (and I guess this implies a certain scale / mapping to 0...255 for the exponent values). I doubt that this exact way of packing specular parameters into a texture is shared by other engines.

P.S. Didn't get the memo about Mental Ray. Turns out it was discontinued just a couple of months ago.
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Big Al
Bigal
Posts: 17
I have been watching some tutorials by Andrew Price on making realistic textures and with the new PDR shader in Blender 3D. They are calling for a diffuse or specular maps which adds some realism to the rendered textures. I have downloaded and used some of the textures in the Filter Forge library but as we know some do and some don't offer texture maps like normal,displacement and specularity maps. Those textures that don't offer especially a normal maps along with a few others make for flat textures with no depth. There are some great textures that I have used from the Filter Forge library that I have to load into PixPlant to create texture maps. It would be nice if all this was done in one program. But sorry to say even PixPlant does not create the specular maps which are now being used in Blender and other similar programs. I have a vote for Filter Forge to have the ability to offer texture maps for all textures that need them. Of course this begs the question as to which don't need them which I am thinking that metal textures don't need specular maps but could be wrong.

It would also be nice to for those textures that do offer texture maps in Filter Forge to be able to download them all with one click. Maybe there is away to do this that I am not aware of.
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Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
This is a little off topic, but the Surface Texture Engine allows you to take the output of anything and add the lighting model to it with the various FF outputs as shown here. You will need to turn ambient+reflective occlusion on at the lighting tab for those particular outputs, if this is any help.

Math meets art meets psychedelia.
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Big Al
Bigal
Posts: 17
Thanks Rachel Duim this seems like it would be a help and I really don't think this is off topic. I did download this filter right after reading your reply but sorry to say I am note sure how to use it? smile:D I mostly just download filters and use them in other programs. I have only experimented with the editor in FF just enough to be dangerous.

When you get time can you explain how I can use this Surface Texture Engine with other FF textures?
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Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
Since this topic is about emissive maps and not maps in general, I will move the discussion to Chaos Fields where I can talk about anything I want smile;) I will be putting up a few posts on the topic as the day goes on.
Math meets art meets psychedelia.
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