Magnus3D
Freelance 3D Artist
Posts: 8
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Hiya!
I'd like it if Filter Forge were able to generate and output non-repeating tileable textures much like what Luxology's Imagesynth can do. And further more that we would be able to load external bitmaps of various formats to use and to generate these non-tileable textures with and also as a base to create new textures with and to mix with procedural textures we make with Filter Forge.
There's more  when rendering out large resolution bitmaps based on procedurals things can really slow down alot.. if this could be speeded up a bit it'd be great. Although i'm aware of the complexity of this task.
One last question.. when's the next update due to be released ?
Keep up the good work!
/ Max
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Posted: August 30, 2006 2:12 pm |
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Vladimir Golovin
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Magnus3D wrote:
non-repeating tileable textures |
I'm not sure I understand this. As far as I know, ImageSynth takes a non-seamless pic as a seed image and uses it to create a seamless, repeating texture.
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Posted: August 31, 2006 4:40 am |
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Magnus3D
Freelance 3D Artist
Posts: 8
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Maybe my explanation was a bit diffuse, sorry abou that. It's kinda like what you said Vladimir. It uses any image or part of a image and it creates a non-seamless of any resolution you want based on a couple of set paramters some some clever algorithm working behind the scenes which i assume takes that image and then pastes them so you get a non-repeating pattern in your generated image and then fades between those tiled copies of your image to create a smooth nice transition. it's difficult to describe, it has to be seen to be easier understood how it actually works. Take a look at their website and you can see how it operates and what it does, they have a good video there demonstrating it in action.
This technique is invaluable to us who needs to produce large resolution textures based on poor referencematerial for our 3d work. I used this to produce a large 4096x4096 grass texture based on a small bad photo i had. After it was done i had a great looking non-repeating texture
/ Max
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Posted: August 31, 2006 5:39 am |
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Vladimir Golovin
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Magnus3D wrote:
some clever algorithm working behind the scenes |
Yes, I have several papers on this algo in my PDF folder. This algorithm can be implemented into Filter Forge, but I dont' think we can expect this anytime soon -- any operation that is not unique for Filter Forge and can be done with other tools automatically gets a lower priority on our to-do list.
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Posted: August 31, 2006 8:20 am |
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Magnus3D
Freelance 3D Artist
Posts: 8
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Cool stuff! but there's absolutely no rush on anything like this, more like a wish for the future when the more important stuff is done  if it would be possible to do later on then it's definately a great feature for 3d artists as we need seamless non-repeating tileable textures for our work and currently the only option i'm aware of is ImageSynth. So priority is not a worry.
Thanks for replying Vladimir, great feedback here from you guys
/ Max
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Posted: August 31, 2006 1:44 pm |
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Mike Blackney

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Something that I'd like to see (and I am not sure how similar it is to Max's idea, but he reminded me  ) is a means of generating different textures that all tile with each other.
Maybe this is impossible, but what I was thinking of was an option to specify the seamless variation number, so that e.g., all variations of a texture will seamlessly tile each other if they have the same Seamless Variation number. To my mind (don't know the inner workings, so excuse my ignorance) it wouldn't be too much different from the current seamless implementation, except that all four filter edges would be fudged (as opposed to just the right and bottom edges) to match the edges produced by the given seamless variation no. This would be invaluable for making game textures  Shoot me down if it's impossible
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Posted: August 31, 2006 6:01 pm |
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Zoltan Erdokovy

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Good point Mike!
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Posted: September 28, 2006 10:27 am |
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Vladimir Golovin
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Mike -- we discussed the idea of "tile sets" but it didn't go beyond that initial discussion. Are there any modern 3D packages and game engines that support "tile sets" (other than custom-written RTS terrain engines)?
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Posted: September 29, 2006 9:26 am |
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Mike Blackney

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Hmmm, I'm not sure what a tile set would be.
Do you mean something like what an old, sprite-based game would use (making a large image out of tiled smaller images)? If that's what you mean, then sort of - it's usually all up to the level designer, but there are a couple of ways to do it in most 3d apps.
You'd use these tiles more for walls, ceilings and floors - it's not as useful for terrain as these days you'll often alpha blend between two or more base textures to get a cheaper seamless finish. If you wanted to make a 256x1024 wall that used four different 256x256 images that tiled together, you could (and that's what I often do).
Another thing I do a lot is to create a room's floor, say 768x768, and apply a repeating texture, say 3 by 3 of a 256x256 texture; then change the texture of some (one or three) of the 256x256 segments to something more interesting. That way you can add interest without the generic texture looking too bogus when it repeats, and you can avoid adding many extra polygons.
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Posted: October 2, 2006 2:41 am |
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Vladimir Golovin
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Do you mean "locking" the texture edges? For example, you need a set of 9 textures that tile with each other, so the areas near the edges must be identical for each of those textures but the middle areas are different -- am I right?
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Posted: October 2, 2006 7:09 am |
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Mike Blackney

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Yep  That's what I mean.
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Posted: October 2, 2006 8:35 am |
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angelboiii
maya dude
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"locking" the texture edges and producing few different textures is feature id like to use! when creating textures for games i often need different "base" textures, to later paint in photoshop, that tile to each other.. when doing a wall for example you have 3 different pannels that use basicaly the same texture only with small variations, one have some cracks over it and the other some pipes and stuff.. it would be a great feature!!
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Posted: October 17, 2006 2:36 am |
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Mike Blackney

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Yay! Now I'm not the only one making textures for games  It really would be very handy - at the moment it's not too hard to make adjustments to a filter by hand, but doing many of them takes hours rather than minutes.
I guess as a workaround we can use the Frame component with a static outer edge and an inner section that can be varied using a Variation slider. Actually, that should work very nicely
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Posted: October 18, 2006 7:09 pm |
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Vladimir Golovin
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Mike Blackney wrote:
Yay! Now I'm not the only one making textures for games |
Heh, there are people from iD Software, Epic Games, Nintendo, EA, Ensemble, Sony Computer Ent. America, Streamline Studios, Emergent (and many others, just can't remember everyone) among our beta testers, so you can be pretty sure of that
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Posted: October 19, 2006 4:34 am |
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voldemort
voldemort
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Heh, there are people from iD Software[QUOTE]
Great then Im going to take a chance and holler out to them
maybe they will have more luck making a filter to auto create blood decals for their d3 engine then I'm having
also a while ago back I talked to brian harris and the folks at doom3world.org about the limitation in how textured lights are only rendered correctly from the z-axis my solution was to rotate the light on 2axis so that 3 axis where presented to the z axis (diamond shape) this worked the light then rendered the texture on all 6 planes problem is the texture is rotated accordingly and figureing out the proper profile gradient to alter a texture so that it shows up properly has eluded me maybe one of those geniuses can figure it out lets all whine for a wine port
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Posted: October 19, 2006 9:58 am |
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