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

Posts: 4365
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I was looking a bit into Genetica recently, and - while I don't like it too much compared to FF - I noticed it has some quite handy and fast pseudo 3D processing nodes called Illumination, Shadow, Reflect and Refract.

Now, Refraction we already have, and - obviously - FF has surface type filters to simulate indirect illumination and reflection (and indirect 'shadowing' from the HDRI lighting) most excellently. Direct illumination and 'hard' shadows are missing, though.

What would make Illumination, Shadow and Reflect components appealing? You could use them INSIDE of filters (inside simple filters, most importantly), and be able to further process their pseudo-3D results as opposed to having those effects applied after the fact in the result node. They are similar to the Refraction component in that - apart from the image map - they would require an additional input, a height map, to define a pseudo 3D surface that would be used to calculate the illumination, shadow and reflection respectively. Illumination and Shadow would also require the user to input the hemispherical location of a point or direct light.

Of course, I have absolutely no clue how hard this would be to integrate into FF's procedural architecture, but the existence of the Refraction component gives me hope. Besides, how cool would this be... smile:D smile:D smile:D

Some simple examples how these nodes are used in Genetica:

--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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uberzev
not lyftzev

Posts: 1890
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Cool, I agree. smile:D
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
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Some more examples:

Adding Lights...

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

Posts: 4365
Filters: 65
How cool... Adding illumination:

--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
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Small correction:

Illumination and Shadow only have ONE input in Genetica, the heightmap (which is always the red channel). Makes sense. smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
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Illumination and Shadow combined.

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uberzev
not lyftzev

Posts: 1890
Filters: 36
Yeah, those are a MUST! smile:pimp:
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uberzev
not lyftzev

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OK I went ahead and downloaded Genetica. The interface is terrible but they have lots of nifty features. Here are the controls for the simple 3d components.



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Richard Bartlett
Texturing Hobbyist
Posts: 58
Filters: 11
Kinda defeats the purpose of passing a height map to the surface renderer but here's an "illuminate" filter...



Light.ffxml
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
uberzev wrote:
OK I went ahead and downloaded Genetica.


Haha, gotcha! smile:beer:

Quote
uberzev wrote:
The interface is terrible but they have lots of nifty features.


It's navigable, and that's the best I can say about it. Still, I am probably never going to really use Genetica, as it can't compete with FF's versatility. Have a look at Genetica's texture presets and you will see it is much more limited. The 3D nodes however do make me envious. I wish we had these in FF.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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uberzev
not lyftzev

Posts: 1890
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I pretty much nailed the illumination effect in FF. Unfortunatly its pretty slow and there's a serious bug that will delay its release for a while. Anyway here's a preview...

Controls...


Height Map...


Rendered Effect...
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Richard Bartlett wrote:
Kinda defeats the purpose of passing a height map to the surface renderer...


The power of these nodes lies in defeating that purpose exactly. Look at the first image I posted. The illumination example with the oval button hints at a myriad of possibilities. While you could use these nodes for generating a 'classical' 3D lighting for your 'simple'-type filters, the real power of them lies in the fact that you can further process their outputs. It's not only nifty for creating graphical buttons as seen above...
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
uberzev wrote:
I pretty much nailed the illumination effect in FF


Looking nice so far. Please post the filter! smile:D
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uberzev
not lyftzev

Posts: 1890
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Quote
Crapadilla wrote:
Looking nice so far. Please post the filter!
I would but it would look messed up. See here.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
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Hmmm. No word from the devs?

And I wasn't even the only one who thought this one was just sooooo cool! *sigh*

smile;) smile:D
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Vladimir Golovin
Administrator
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Quote
Crapadilla wrote:
No word from the devs?


This is one of the decisions we had to make early in the development. Adding reflection/lighting as separate components isn't difficult from the technical POV. The main problem with this is usability/learnability: allowing additional processing over the shaded/lit surface would mess up the predictability of controls on the Lighting tab and the maps like Normal / Bump / Specular etc.
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Vladimir Golovin
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As for Reflect -- FF would need tools/components to produce procedural spherical maps / cube maps to produce the environment for the component. And we dropped that idea because procedural environments don't look as good as high-quality real-world HDRIs.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
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I'm going to have to agree that implementing the proposed components would water down the clear design approach of FF surfacing/rendering quite drastically. On the one hand it seems absolutely correct to stay true to these design decisions, on the other hand abusing illumination/shadow as mere tools just like the other processing components (removed from the usual 'shading/rendering' paradigm) would open up a whole new world of possibilities. One can't have both it seems.

Let me rethink my suggestions then:

- Direct lighting. Compared to HDRI lighting this certainly feels like a step back in quality. Furthermore, if we can't process illumination output inside the filter (as seen in my first post), then this feature would become much weaker. Still, it would be nice to have an alternative renderer to the hdri engine that allowed for multiple point lighting to produce more stylized or classic 3D lighting.

- Hard Shadows. Without a doubt, these would still be interesting IMHO, even in HDRI renders. I would maintain that this might be a feature worth integrating into the surface filter render engine.

- Toon Shading. If you look at my first example image, the oval button that is created there could also have been the result of a toon renderer. To achieve these kinds of shading effects, it might be interesting to provide a toon shading engine as an alternative to hdri rendering.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Kraellin
Kraellin

Posts: 12749
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i'm not even going to pretend i understand all this, but i'll throw my newb question/suggestion into the fray anyways... wouldnt more custom or hdri filters do the job... at least somewhat? i mean, who says a custom hdri cant have multiple light sources?

and that raises another question, at least for me, how much work would it be for FF itself to make, rather than just import, these custom hdri's?

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

Craig
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Vladimir Golovin
Administrator
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Quote
Kraellin wrote:
i mean, who says a custom hdri cant have multiple light sources?


Obviously it can. You can make them in any HDR editor by dropping some extremely bright spots (only a few pixels large) into desired positions on a black lat/long HDRI bitmap (400x200 pixels). Or you can import an LDR map with some white pixels into HDRShop and multiply it by a desired amount.
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Vladimir Golovin
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Quote
Crapadilla wrote:
Direct lighting. Compared to HDRI lighting this certainly feels like a step back in quality.


FF already has the code for direct lights, there's just no UI for that. We'll get back to this in future versions.

Quote
Crapadilla wrote:
Hard Shadows.


Very expensive to render.

Quote
Crapadilla wrote:
Toon Shading.


This is very important for a 3D renderer, but I'm not sure if this is important to a texture tool. Plus, the toon shading can be done via a separate filter type, or by adding curves to remap diffuse and specular functions (however that can significantly slow down the rendering).
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Kraellin
Kraellin

Posts: 12749
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thanks, vlad.

umm, what is an 'LDR map"? you dont have to answer that or can answer it with 'go rtfm' if you like. just a quick explanation or even telling me what ldr stands for would be useful, though. sorry for being such a newb on all this, but hdri is pretty new for me. i'll google define some of this later on today.

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

Craig
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Vladimir Golovin
Administrator
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Low Dynamic Range, i.e. a regular bitmap smile:)
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Kraellin
Kraellin

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

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

Posts: 4365
Filters: 65
Quote
Vladimir Golovin wrote:
FF already has the code for direct lights, there's just no UI for that. We'll get back to this in future versions.


smile:)

...

Well, it dawns on me that the Genetica examples I gave above were probably not suited too well for discussing the non-obvious and experimental uses that I had in mind for these proposed components. But since introducing a second layer of shading/lighting into FF makes little sense indeed and would certainly confuse users, I'm gonna have to rest my case.

Rest in peace, beloved Illumination/Shadow components... smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
Vladimir Golovin wrote:
This is one of the decisions we had to make early in the development. Adding reflection/lighting as separate components isn't difficult from the technical POV. The main problem with this is usability/learnability: allowing additional processing over the shaded/lit surface would mess up the predictability of controls on the Lighting tab and the maps like Normal / Bump / Specular etc.
The solution is simple. Only allow simple lighting components in simple filters. Surface filters have the HDRI lighting. Problem solved, no confusion. smile8)

Please add at least the illumination component. I NEED it. smile:D
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onyXMaster
Filter Forge, Inc.
Posts: 350
Also, I would like to correct, that there are some significant technical difficulties with that smile:)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
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Quote
Vladimir Golovin wrote:
Hard Shadows. Very expensive to render.




smile:cry: smile;)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
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Quote
Crapadilla wrote:
the toon shading can be done via a separate filter type


Well, I wouldn't mind a third filter type called 'toon filter' with its own specific lighting tab and renderer. Might be very nice to achieve all sorts of stylized surface effects.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
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Quote
uberzev wrote:
I would but it would look messed up. See here.


Hey, uberzev! This bug that prevented you from releasing your 'illumination technique' , has it been fixed in the release version? I'm asking because I still think you were on to something there which hasn't been explored at all. Maybe you could release it as a snippet?
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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uberzev
not lyftzev

Posts: 1890
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Quote
Crapadilla wrote:
Hey, uberzev! This bug that prevented you from releasing your 'illumination technique' , has it been fixed in the release version? I'm asking because I still think you were on to something there which hasn't been explored at all. Maybe you could release it as a snippet?
Actually it was fixed a few versions ago. I just sort of forgot about it.

Its essentially an emboss. What it lacks is the ability to make the light come from a more overhead position.

Illuminate.ffxml
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
WOW. That one is very arcane, if not downright puzzling.

Theoretically, the offset you are using should do nothing to the image data coming from the Stones component, as it is set to a percentage of zero. However, when I plug the Stones component into the blend's background input directly, it becomes clear that the offset DOES have an effect on the data. Also, when I drag the offset's percentage slider, the whole effect is broken until I reload the filter into the editor... Very strange behaviour.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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uberzev
not lyftzev

Posts: 1890
Filters: 36


The top shows the height map. The left is what my illuminate snippet renders, and at the right what a more sophisticated illumination would provide.
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
Crapadilla wrote:
Theoretically, the offset you are using should do nothing to the image data coming from the Stones component, as it is set to a percentage of zero.
Actually it's set to .0000001 . FF just truncates the display of the data to 0.00. (Which I've complained about in other topics)

Getting back to the image I just posted. I can probably code a filter that duplicates the more sophisticated illumination but I'm really hoping FF just adds it as a feature so I can use my time for other purposes. smile;)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
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Alright, that explains what I am seeing there. smile:D

I was under the impression that FF always rounded fractional values of sliders to two digits of precision internally. If that rounding is just happening for the display of these values, then count me in complaining on that one. This is definitely a "Bad Thing™"!

The good thing about this: I've learned something new about FF... smile:D smile:D smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Vladimir Golovin
Administrator
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Quote
Crapadilla wrote:
If that rounding is just happening for the display of these values, then count me in complaining on that one. This is definitely a "Bad Thingâ„¢"!


This is already on our list.
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MathOrWhat
Philosofer
Posts: 9
Filters: 5
Quote

Crapadilla wrote:

Hard Shadows. Without a doubt, these would still be interesting IMHO, even in HDRI renders. I would maintain that this might be a feature worth integrating into the surface filter render engine.


I have created quite working cheat to create hard shadows on flat surface. All you need is heigtmap and you just need to displace hard shadow with it. Only limitation is that shadows can't be too long.

My example filter does not have shasow direction, but it can be implemented. Theoretically shadows could be also be rendered to non flat surface as log as surface is smooth and not too steep.

Filter can be found here:
http://www.filterforge.com/filters/2275.html



Those shadows work also for more complex height fields than just raindrops that are used in that filter.
Simple but efective
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
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The biggest problem with faking hard shadows this way is that they are disconnected from the actual lighting happening in the result node. If you tweaked the lighting, the shadows should change accordingly, but with faked shadows you'd have to introduce additional controls to do that. Also, 'real' shadows would pick up the 'ambient' color of the environment, leading to greater realism.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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MathOrWhat
Philosofer
Posts: 9
Filters: 5
Quote

The biggest problem with faking hard shadows this way is that they are disconnected from the actual lighting happening in the result node. If you tweaked the lighting, the shadows should change accordingly, but with faked shadows you'd have to introduce additional controls to do that.


Yes. That is offcourse problem (not in my filter because it uses own lightning inteface) which could be rounded by allowing filter to have information about lingning controls.

Quote

Also, 'real' shadows would pick up the 'ambient' color of the environment, leading to greater realism.


I don't understand why faked shadows could not do this?

And I am npt trying to say that this fake makes idea of real shadows obsolete. It does not... Nut still usable way to create hard shadow if they are not implememted in FilterForge.
Simple but efective
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
MathOrWhat wrote:
I don't understand why faked shadows could not do this?


Well they could, but again the color control needed for this would be separate from the lighting/environment controls.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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uberzev
not lyftzev

Posts: 1890
Filters: 36
I'd like to be able to specify a profile gradient as env. map from inside the filter. (Instead of having to import an exr or pfm)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
I'm imagining a new filter type used specifically for generating FF environment files... the 'Environment' Filter! smile;)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Dilla, I think that something along that line is a really good idea....allowing more customization over existing lighting.....and could allow filters to be submitted with outside HDRIs.....

Maybe done under something like an environment profile....
Steve

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

Posts: 12749
Filters: 99
the hard part isnt making the hdri's; the hard part is getting them to others to use as well.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

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

Posts: 4365
Filters: 65
Quote
uberzev wrote:
Please add at least the illumination component


No! Just give us illumination gradients, and we're fine! smile;) smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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