Orteil
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Posted: December 12, 2011 6:01 am | ||
Orteil
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Welp, some of the presets didn't come out as intended at all - on the website, anyway. I suppose this is due to the seamless tiling being turned on (it's off in the actual presets).
Seamless tiling should be used only with 0 perspective, or it can lead to weird effects as shown in the website presets. Anyway, this filter took me more time than it should have, I discovered that 3D trick with smudging a few days after it was introduced in FF3. It's pretty handy and allows some great effects ! I hope people find other neat uses for that method. This filter can take some time to render (about 5 minutes for the first preset), especially if shadows or anti-aliasing are turned on. Using the "one tile" option is faster and can be used to get a quick sample of the terrain. Also Editor's Pick already ? Whoah, thank you guys ! |
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Posted: December 12, 2011 6:08 am | ||
Unreality3D
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This is really beautiful! I would like to take this opportunity though to beg people to stop scrambling their nodes up (making connections go backwards, tightly packing everything so connections aren't visible, leaving unused nodes intact, etc.) because it makes it so hard to tidy up a slow, but otherwise useful filter. For example, I might want to remove some of the variation options so that I can get a faster render, but since its all tangled, it'll be hard for me to find what to remove.
In trying to optimize this for my own use I've found no less than 15 nodes so far that aren't being used in the final output (not connected), which seems like a waste of time for a filter that is already slow to render. Maybe I'm wrong and unconnected nodes aren't calculated in the final result? Either way it makes it tough to see what's going on. Otherwise I love this! Senior 3D/XR generalist in Blender, Unity, Unreal and Adobe for games and interactive media. Author of beginner's guide Blender 3D for Jobseekers, founder of Interconnect3D.com - platform for sharing and finding premade 3D art and tools. |
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Posted: December 12, 2011 10:07 am | ||
Betis
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What is this witchcraft
Phenomenal ![]() ![]() Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: December 12, 2011 12:35 pm | ||
CorvusCroax
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Ooooo...! Awesome!
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Posted: December 12, 2011 2:04 pm | ||
Indigo Ray
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Orteil, this is really cool, but there must be a faster way to do this (besides me buying a new computer
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Posted: December 12, 2011 6:50 pm | ||
Orteil
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Yeah, the smudge method is pretty but it seems that adding other complex things down the way can really slow down the thing very quickly. (...if that makes sense.)
Then again, my node-fu isn't quite the best, and this is very much an experimental filter. I'm sure we still have some way to go before we get something fast but pretty. Lareieli, I'm sorry if my nodes are a bit confusing in that one, I finished it late at night after not having worked on it for a couple weeks. Also, I am pretty sure that nodes which don't actually connect to the final result (such as unconnected trees, or trees behind an unselected switch) are not rendered at all and don't add to the rendering time. I often use that to leave unfinished ideas in the filter, such as (in this one) crops and stuff. If I recall, there's also an unused system somewhere to the right which allows to use only a single smudge, and then use that with a lookup component to map the normal pictures to their smudged equivalent - however, that method doesn't play nice with the image's borders, and usually leads to the smearing at the bottom displayed in the second (website) preset. I'm sure this can be used to speed up some other applications, though ! |
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Posted: December 12, 2011 7:41 pm | ||
JohnnyPC
Posts: 14 |
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Posted: December 15, 2011 7:56 am | ||
Kraellin
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nice one, orteil
![]() i too opened this up in the editor. yup, it's a nightmare. like something tim burton would conjure up ![]() ![]() because of the way filters load and the library and all that, i've renamed the filter. all i did was add 'rev 1a', meaning revision 1a. the author stated "User" because of the way FF names filters, but i've changed this back to Orteil. and yes, there are deadends. i've moved all of those up above the main filter. one way you guys can check for deadends is to left click the Results component and then right click on it and pick 'sel ect subtree'. this will highlight ALL of the components currently connected to the Results component. then, simply drag this entire component tree a ways off fr om where it was and you will only be moving those components and none of the dead ones. the dead ones will now be off by themselves and easily seen. if you guys do open this one up, notice how many noise components there are in this. i think if you plan to make this filter faster, that's where you can start. if nothing else, some of those cell components could probably be replaced with perlins, perlins being the fastest noise component as far as rendering time. again, nicely done, orteil! ![]() Terrain Generator rev 1a.ffxml If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: December 15, 2011 9:00 am | ||
wizardsmagic
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Posts: 1 |
Fantastic Filter! Rendered in just 3 minutes on my computer
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Posted: December 24, 2011 7:37 pm |
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