uberzev
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Posted: May 21, 2012 12:25 am | ||||
Morgantao
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Looks like it has something to do with cell noise. Other than that, your guess is as good as mine
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Posted: May 21, 2012 2:18 am | ||||
Morgantao
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Posted: May 21, 2012 2:33 am | ||||
uberzev
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Well you're half way there. Now make the cells completely irregular while almost touching.
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Posted: May 21, 2012 2:39 am | ||||
Morgantao
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Posted: May 21, 2012 2:41 am | ||||
SpaceRay
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This looks beatiful and delicate with organical round bubble shapes for stones. Like it much
It reminds me in some way to the Antoni Gaudi Mosaics like for example this one ![]() ![]() ![]() BUT yours have beautiful round "ceramics" instead of straight hard edges, well done. Surely you have used one of your many surprising tricks and hacks to make this in a different way than the usual one I have made this example below with the Cells component and high pass and then blending with a darken blend mode and used the surface result but obviously this DOES NOT follow the shape and change the colors of the stones based on the source colors. ![]() |
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Posted: May 21, 2012 2:46 am | ||||
Morgantao
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Oh, come on... Meet me half way ![]() |
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Posted: May 21, 2012 2:57 am | ||||
SpaceRay
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I think I perhaps know how you have done this, can it be using your uberblend ?
Because on your previous version of your Irregular Mosaic multiple components that needed to be joined and perhaps with your new uberblend is easier and more simple ![]() |
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Posted: May 21, 2012 2:58 am | ||||
uberzev
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Here's an example of "Opposite Mode" (for lack of a better term)
![]() Please let me know what you guys think... (I actually made some presets this time) STONES - Smooth Mosaic_ Image [Pre-Release].ffxml |
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Posted: May 21, 2012 3:51 am | ||||
SpaceRay
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Posted: May 21, 2012 4:09 am | ||||
SpaceRay
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Posted: May 21, 2012 4:12 am | ||||
SpaceRay
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Posted: May 21, 2012 4:19 am | ||||
SpaceRay
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Posted: May 21, 2012 4:26 am | ||||
SpaceRay
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Posted: May 21, 2012 4:33 am | ||||
SpaceRay
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Posted: May 21, 2012 4:54 am | ||||
SpaceRay
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Posted: May 21, 2012 5:03 am | ||||
uberzev
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Might want to try it on some large and colorful text...
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Posted: May 21, 2012 5:08 am | ||||
SpaceRay
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Posted: May 21, 2012 5:09 am | ||||
SpaceRay
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Posted: May 21, 2012 5:14 am | ||||
Morgantao
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Oh, I was SO close!
I also had Elipse connected to Bomber. ![]() There ends the resemblance.... ![]() |
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Posted: May 21, 2012 8:14 am | ||||
SpaceRay
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One more example with a white thin frame
OH, I see, then I also was close to guessing it, I have used also the RESULT component the same like he has done it. ![]() There ends the resemblance.... ![]() ![]() |
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Posted: May 21, 2012 10:38 am | ||||
SpaceRay
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Posted: May 21, 2012 10:43 am | ||||
SpaceRay
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Posted: May 21, 2012 10:52 am | ||||
SpaceRay
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Posted: May 21, 2012 10:56 am | ||||
Skybase
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Uber this seems much better as an approach compared to last time! heh. I remember that one little thing you made. Was crazy. Still is.
I was recently trying similar stuff as well with the bomber-voronoi patterning you got going on there. Method's pretty handy but I never figured out how to get the color channel out correctly. So here's the question: when you feed out RGB channels and then feed them into Assemble HLS, through the bomber, back out to HSY (to levels) what's going on there? How does that work? |
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Posted: May 21, 2012 11:48 am | ||||
uberzev
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The fact that I separate my image into RGB channels is not important. I could just as easily used LAB. The only goal there is to get 3 greyscale channels ready for further operations. So now we need to "embed" the channel data without affecting the lighten operation. Inside the bomber this leaves us with the Hue and Saturation Channels to work with. Hue is nice and straightforward, but Saturation requires some massaging. First we have to consider that were only applying the tint at 0.001 or so. Therefore were going to need a levels on the other end set to the same value to restore the data. The contrast is there to prevent errors that occur when processing pure black or white. *The HSY extract was chosen due to the way it handles saturation. Other channel formulas showed remnants of the cell shape. |
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Posted: May 21, 2012 4:46 pm | ||||
Morgantao
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Posted: May 21, 2012 6:10 pm | ||||
Skybase
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Thanks Uber for the explanation! makes so much more sense now
![]() Yup. I remembered that thread. I recall scratching my head on that one post! Heh. It's still a head scratcher but it makes much more sense and it's been nearly 2 years heh ![]() |
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Posted: May 21, 2012 9:36 pm | ||||
SpaceRay
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Posted: May 24, 2012 1:51 am | ||||
SpaceRay
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Posted: May 24, 2012 1:54 am | ||||
SpaceRay
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Posted: May 24, 2012 2:00 am | ||||
SpaceRay
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Posted: May 24, 2012 9:04 am | ||||
SpaceRay
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Posted: May 24, 2012 9:15 am | ||||
SpaceRay
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Posted: May 25, 2012 3:32 am | ||||
SpaceRay
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Love all the textures that you can make with this filter and are really excellent
Why do not upload it to the library ? Is really very well done and gives awesome and amazing results. Or do you prefer to just give the filter in the forum and do not make it for the library ? This is too good to be lost in the ocean of forum posts |
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Posted: July 1, 2012 12:17 pm |
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