YOUR ACCOUNT

Login or Register to post new topics or replies
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
So, I posted this question on another thread, but I figure it might get better traction here:

I was trying to generate an alpha channel for it using a map like the one below. The one below is just a height map on the left, and then the part labeled 'Directional Shading' is the inverted green channel of its resultant normal map.

My attempt at this involved using the diffraction component in FF. This sort of worked but a) tiled terribly b) made lots of heavily distorted areas c) evidently crashed FF.

Does anyone know of a way to achieve the transformation shown below?

  Details E-Mail
Beliria
FilterForger & creative genius ;)

Posts: 1932
Filters: 45
Dilla Would, I just tried having a go using a profile gradient but ended up with glossy stones! Yay!
Nothing wrong with a little insanity ;)
  Details E-Mail
Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
There have been several attempts at this (see links below), all semi-successful as far as I know, which is why I have been lobbying for a dedicated component that does this!

http://www.filterforge.com/filters/4648.html
http://www.filterforge.com/filters/3647.html

--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
  Details E-Mail
ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Here's a snippet for it.

Sample from your sample (will be without artifacts done from internally created image):



"Bevel Bias" controls where the center of roundness goes. Above sample made with "Bevel Bias" at 100.

Directional shading.ffxml
  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Wow: I'm thoroghly impressed ThreeDee... that's very impressive!
So the scaling offsets are there to allow the gradient to be 'larger' than the target affected area?

(I got as far as the refraction of a gradient, but I would have never figured this out on my own.)
  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
Crapadilla wrote:
There have been several attempts at this (see links below), all semi-successful as far


OK - again I am in awe of the mad skills of you all!

Quote
Crapadilla wrote:
which is why I have been lobbying for a dedicated component that does this!


It certainly would be nice to have a dedicated component to do this. Or perhaps a special type of result filter type. (ie like shaded, but now shaded w/ shadow)

You know, what might be a good stopgap solution would be a component which takes a heightmap image and normal map-ifies it. One could then extract out the RGB channels to get a shading map. Filter Forge appears to be able to process bump maps into normal maps very quickly already, so it would just require a component to allow this step in filter creation.

The normal map component might come in handy in other ways as well, aside from 'shading'.
  Details E-Mail
ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
CorvusCroax wrote:
Wow: I'm thoroghly impressed ThreeDee... that's very impressive! So the scaling offsets are there to allow the gradient to be 'larger' than the target affected area?

(I got as far as the refraction of a gradient, but I would have never figured this out on my own.)


You were on the right track.

Yup. It's a good little trick to use when the filter works like you want in the center part of the image but not at the edges, such as may happen with refraction, offsets, etc.

  Details E-Mail
SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Good and interesting
  Details E-Mail

Join Our Community!

Filter Forge has a thriving, vibrant, knowledgeable user community. Feel free to join us and have fun!

33,711 Registered Users
+18 new in 30 days!

153,531 Posts
+39 new in 30 days!

15,347 Topics
+72 new in year!

Create an Account

Online Users Last minute:

25 unregistered users.