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  • Beta 5.0 Stage 2 Teaser?
    Author: Ramlyn. Yes, a speed improvement is surely welcome, if....... it doesn't require to abandon some versions of Windows/Mac. As Skybase said, new components/options would be nice. For example, a component to simulate easy 3D surfaces ( spheres, cubes, etc. ). Now we can do something similar with some filter but the filters are slow and the results aren't always good. We know that FF isn't a 3D graphic program, but adding just some basic component could help us to make better and faster filters....

  • 3D filter preview
    Author: Sjeiti. I've updated it a bit... you can now choose between torus, sphere, and plane (still having issues with the cube in WebGL). Filters without maps are now rendered with a simple phong shader. Browsers without WebGL now do software rendering ... ... flat plane (move light with mouse, height of light with wheel) fixed the filternumber bug added cookie: it remembers the last 3D object That's it for now, I really should be doing other stuff... :-p

  • PaperVision3D
    ... around with it. I made a little thing for you people to check your bump maps with (well those of you who don't have a good 3d renderer that is). You can check it out and download it here (http://www.sjeiti.com/ffpv3d/). I took the liberty of including ... ... v2 of PaperVision3D is still in alpha I'll probably update the page in the near future. It might also be nice to also have a cube and a cylinder. And I hope I can find a way to also get those reflection maps in there.

  • LAB#3015 Skybase
    Author: SpaceRay. I was not interested much before in hexagons tiling, BUT now that I have that one of the ways for making 3D cubes in FF is the hexagons, so I want to ask how have you done your beautiful hexagon tiling as shown on page 18 https://www.filterforge.com/upload/forum/upload/f61/Hexagons.jpg I mean, if you have done this using the uberzev hexagons and then ...

  • 3D Projection mapping
    ... to an objects UVs, Bake out a texture from x, y, and z gradients (not sure how to explain this) here is an example of a cube http://img.photobucket.com/albums/v464/Knightly_Master/CubePosMap.jpg this give you the XYZ location of each pixel in ... ... http://img.photobucket.com/albums/v464/Knightly_Master/ProjectionUV.jpg here it is in applied to the original mesh in a 3d application http://img.photobucket.com/albums/v464/Knightly_Master/Head_Mapped.jpg Mesh with an unmodified checker board ...

  • Single Image Stereogram by GXPILOT
    ... very slow. I took a look at the inside and there are various things than can be speeded up. I'm still untangling the actual 3D part, I can't help but feel it can be way faster. This must be possible in just one offset. I'll get back to you when I ... ... circular gradient to create a sphere, but that can be done much faster/easier. Plus I've attached an easier way to create a cube.

  • Other Interesting Ideas
    ... and am making a wall for your ancient city" Oh, cool. I am trying to figure out a way to apply textures to the "3D" image. It is rather tricky. I have figured out a way to do "planar mapping", but it is pretty limited. Here ... ... different objects once the mapping is correct. (The front face is not aligned, as it is really the cut-off section of the full cube)

  • Other Interesting Ideas
    ....com/upload/forum/upload/c5b/Cubic%20mapping.jpg" Is there still hope for this ? I am asking this as in the end of page 3 is this "Theedee wrote at teh end of page 3 of this thread: Cubic mapping one step closer. Displacement didn't work out yet, but at least got a 3D cube that you can turn about 45 degrees on the y axis (as far left and right as you can still see three sides). http://filterforge.com/upload/forum/upload/9c1/Image%20Cube.jpg" So I wanted to know if this has been possible, or not, and if this ...

  • Using Filter Forge in Oil Rush game and Valley Benchmark
    ... anything else as far as I know. You're right, most computers have more RAM available that FF could (in theory) be utilizing. To tell the truth, I discovered filter forge while searching the web for textures. I was "playing" a game called Cube 2 (Sauerbraten), which allows you to make your own "map", using octrees I think, and apply textures to faces. But now, I'd almost forgotten about 3d engines, instead spending my time trying to trick filter forge into rendering 3-d effects like perspective and lighting.

  • LAB#3015 Skybase
    Author: Skybase. The material balls are default test objects which represent complex geometry with UV mapped surfaces. Test balls generally allows us to see how materials will look like wrapped on a curved surface, but it also can be any object really. (Cubes, cones, human heads... anything goes really.) The material balls I'm rendering here are default 3D objects which can be invoked when you create a new material. So nothing too special here. Generally render engines would need an external 3D program such as Maya, Modo, 3Ds Max... and geometry from the program gets exported out (or packaged) to ...

  • Pyramids by matrix
    ... and work it up from there): If I can rotate the plane that is the original image (the monitor surface plane, so to speak) in 3D around X and Y axis in correct perspective I pretty much have it made, for a box essentially consists of six such planes rotated ... ... axis cannot lay on the image plane, but at a given depth behind it, otherwise we're not going to end up with a volume(box or cube), but with 3 planes representing x=0, y=0 and z=0. (And, in case it wasn't obvious, the current image would be distorted ...

  • Other Interesting Ideas
    ... Simple filter, all lighting has been faked, so there are less artifacts and it renders faster. I still had to render at 2x size to make it look good, but now I don't have to wait forever for the render. http://www.filterforge.com/upload/forum/70c/3D%20boxes%20center%20perspective%20s01.jpg" Please, have you done anything else with this amazing and awesome beauty you have shown here, really love this kind of cubes with this shading and shadows you have been able to make here.

  • LAB#3015 Skybase
    ... lords8n Metal by MichaelTannock Plaster FX by pixel8ted Grunge General by Yog BaseMetal by KGtheway2B Returning Nature by me several other custom filters made for the project (additional rust generation, grunge, junk, splattering... etc etc) 3D building models by Justin Holt and Jason Preis. Additional background material was filled up by me... simple cubes with seamless building textures I generated some time ago. hehe. The shot was rendered using mental ray, processed using Studio Artist 4 for the painterly look. Additional "punching up" was done using Photoshop, finally all layers were ...

  • Menger Sponge effect filter ? After making the nice sierpinski filter
    ... the base color of base image to fill whole colors of the small squares as can be seen here below Although this example is not very good because it is randomly multicolored and not following a pattern based on an image, as it is based on rubik´s cube Of course it would not be in 3D in FF, just in 2D.

  • Off the Deep End with ThreeDee
    Author: ThreeDee. "CorvusCroax wrote: Have you seen this article? Some genius rigged up an excel spreadsheet (!) to draw a rotating 3d cube. LINK Completely Geek Awesome. " No kidding -- now that's pretty darn geeky! "CorvusCroax wrote: Hey, that's what my screen saver looks like .... It's A-Life! Did you seriously make a Filter that runs A-life? How in the world ...

  • Taking it to the next step- Animated filters!
    Author: John Michaud. Well, i actually did it in a few parts, and depending on your access to programs such as 3D Studio MAX and Adobe After Effects (school is nice for that), YMMV. I brought my saved images into Max as targas and slapped them onto a simple cube, then had Max render the frame sequence out as jpegs. Then i opened a new project in After Effects and compiled those jpegs having them output at a standard 24 FPS, into a Quicktime movie with Sorenson-3 compression. i will honestly say i don't know ...

  • Object Constructor filter-- ideas needed
    ... right now is the constructor filter, call it "Object Constructor." I wanna have some basic primitives -- sphere, cube, cylinder, pyramid, cone, torus -- as the basic building blocks and use envelope distorts -- skew, taper, bend, bulge, wave,... ... building method. What I am asking for some help on is ideas for different basic distortions that you can make to an object in a 3D program. Not the fancier "effect" ones like "melt," but the most basic ones that are useful for constructing ...

  • For Totte - How to use the render maps from FF in Daz Studio 4.5
    ... meant actual objects (tables, chairs, computers, human figures, lizards, clothes... whatever) much more difficult. Although cubes, cylinders, cones.. all have UV maps parametrically laid out, these objects tend to be ridiculously easy to deal with. ... ... and problems such as stretching, tearing, and deformed textures and so on as you start getting more into actual modeling and 3D. I guess for now it's not a concern. ;) Typically DAZ makes their software for beginner/consumers so much of the interface ...

  • Create your own 3D small planets with your panoramic photos
    ....com/photos/dirkpaessler/sets/72157594161325852/with/164124874/ AND MORE THAN TEN THOUSANDS MORE here ---> http://www.flickr.com/photos/dirkpaessler/sets/72157594161325852/with/164124874/ And if you tink that spheric planets are not so good, you can make then cube style AND ALSO here some more 50-dazzling-examples-of-polar-panorama-photography http://www.webdesignerdepot.com/2009/06/50-dazzling-examples-of-polar-panorama-photography/ http://netdna.webdesignerdepot.com/uploads/stereographics/q.jpg ...

  • Scripting a Spherical Noise Map Generator
    ... little bit of progress is often followed by a lot of confusion. I quickly got lost trying to work out how to do Worley cells in 3D. I don't really know how to explain my confusion other than by commenting on the API script, and seeing if someone can point ... ... get_noise(cell_x + offset_x, cell_y + offset_y, 1) local dist = math.sqrt((sx - dx)^2 + (sy - dy)^2) -- add in (sz - dz)^2 somehow? get cube root somehow? min_dist = math.min(dist, min_dist) -- not even a clue here end end local a = 1 min_dist = 1....

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