CorvusCroax
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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? ![]() |
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Posted: September 11, 2008 6:28 pm | ||||||
Beliria
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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 ;)
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Posted: September 11, 2008 6:48 pm | ||||||
Crapadilla
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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!" ;) |
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Posted: September 12, 2008 4:15 am | ||||||
ThreeDee
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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 |
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Posted: September 12, 2008 11:07 am | ||||||
CorvusCroax
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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.) |
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Posted: September 12, 2008 10:49 pm | ||||||
CorvusCroax
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OK - again I am in awe of the mad skills of you all!
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'. |
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Posted: September 12, 2008 11:09 pm | ||||||
ThreeDee
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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. |
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Posted: September 13, 2008 2:03 am | ||||||
SpaceRay
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Good and interesting
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Posted: July 11, 2012 3:30 am |
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